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FFRPG 2 e
FFRPG 2 e
R O L E P L A Y I N G G A M E
SECOND EDITION CORERULEBOOK
Version: 2.01 (2.04.01)
R E T U R N E R
Project Leader/Editor
Robert Pool
Developed By
Matthew Bateman Roger Burns Wesley Carscaddon Steven Chandler Brandon Chapman Jason Copen-Hagen Mark Della-crose Alex Devon DL Martin Drury Jr. Elisha Feger Steve Fortson Richard Gant Clay Gardner David Huber Andrew Hochstetler John Keyworth Minna Leslie George Leonard Katrina Mclelan Blair MacKenzie Matthew Martin Allan Milligan Jared Milnes Paul Mulka Myst Johnson Curtis Monroe Peter Pearson Chris Pomeroy Robert Pool Robert B. Reese James Reid M R Sachs Justin Schantz Charles Smith Wesley Smith Jeff Taft Scott Tengelin Giovanni Tonelli Clayton G. W Justin White Andrew Vickery James Zoshak
A true list of all the people that have helped, in some way, this project over the years would be impossible to produce. This book is dedicated to them. Disclaimer: Final Fantasy, Chrono Trigger, Saga Frontier, Secret of Mana, Seiken Denetsu, and a number of other games and their characters referred to in this role-playing game are copyrights of Square Ltd. This game should not by any means be seen as a threat to those copyrights. This has always been a product of our affection for Squares games. Furthermore: The material presented in this role-playing game is under no circumstances to be sold for a profit aside to copy the cost of printing or the disk used to store it nor should it be duplicated or modified in any form. For more information, please refer to our web site at Http://www.returnergames.com/.
R E T U R N E R G A M E S I N C.
Appendix I: Monsters
Monster Creation Process Monster Combat Monster Powers and Weaknesses Examples
THE INTRODUCTION
T H E I N T R O D U C T I O N
In 1990, the first Final Fantasy game saw an American release and in the eleven years since, the Final Fantasy has remained one of the best selling role-playing games for each of the console game systems that it has graced. This pen & paper roleplaying game, the Returner Final Fantasy RPG (often abbreviated as Returner FFRPG or just FFRPG), was designed to emulate the popular game series and similar titles from the SNES era such as Secret of Mana and Chrono Trigger. The Introduction includes the editors words of wisdom: From the Mouth of a Madman, the revision history that lists all the important changes made, a brief explanation on what a role-playing game is, how to roll dice (the fine art of chugging dice), and the glossary of Final Fantasy RPG terminology. happens, a few months later I was already starting to put together ideas for a version 1.2. This was roughly around late July, early August of 2000. As time passed, the list and I generated more new ideas to the point that in December I had dropped the previous 1.2 title and changed it to 2.0. There was that many new changes as you can see by the nearly page long version history below for version 2.0 or Second Edition. This new edition, the Returner FFRPG Second Edition, or just FFRPG2 as I like to call it, represents a crucial turning point for the game system. There have been many major changes to the game system itself as well as these files. I could sit here for days and go over all of them and why we made them. Perhaps the biggest changes were that to character & monster HP and character armor. Before with the older formula, you would be lucky if your fighter got to see 300 to 500 HP. Now with FFRPG2, 700 or 900 HP by level 60 is not impossible. High-level characters are stronger now and have a better likelihood to survive long battles. We increased the HP for monsters as well so they would be able to live longer and put up more of a challenge. The damage done by monsters now depends directly on its level and size, rather than just their size or by the type of attack they perform. These are but the tip of the iceberg, folks. It is my hope that these new rules will make playing the Final Fantasy RPG more fun for both new & old fans of the game alike. In the past, the FFRPG Complete has been the main focus for the systems advancement. I am cautiously optimistic that this will be the last version released for at least a year and that any other new versions will be minor fixes and not complete overhauls like this version has been. Following the FFRPG2 will be a series of different sourcebooks that will go outside the basic rules you will find in this rulebook. Among some of the sourcebooks being discussed are a Players Companion, a Gamemasters Guide, a Vehicle Manual, and a Tome of Monsters. When these books will surface or be completed is hard to say, but they will happen. If you have any problems, comments, or questions about the FFRPG, feel free to drop me a line or two at mechaboy@earthlink.net. Robert Pool 1/27/01
THE INTRODUCTION
THE INTRODUCTION
THE INTRODUCTION
Example: Jean is at it again. This time a very fragile gem has been tossed in the air while a villain tries to make his get away. There is no such thing as an un-greedy adventurer and Jean is no different. He tries to make a grab for it so the Gamemaster decides its time to test the attribute roll rule. Jean, being more of a speed demon then muscle man (more points in Agility and Speed then Strength and Vitality), has an attribute rating of 12. The GM decides the task is hard due to the gems size (that of a coin), the difficulty number for the task is 58% (30 for the difficulty plus 24 for his attribute rating (12 x 2 = 24)). Rob starts praying he doesnt screw-up.... As mentioned earlier, Attribute rolls are used when nothing else exists that could be defaulted on. Some examples where attribute rolls could used include: Strength: Feats of strength (lifting heavy objects, grappling, tug-o-war, arm wrestling, etc). Vitality: Resisting diseases, poison, or exhaustion. Agility: Acts of dexterity and accuracy (catching things, getting a hold on a ledge when you jump off a cliff, etc).
THE INTRODUCTION
THE INTRODUCTION
THE INTRODUCTION
THE INTRODUCTION
C R E A T I O N
The fun part of playing a pen & paper RPG is creating your own character to play as. In the limitless confines there's nothing but your imagination to stop you from playing anything from polite mild-mannered martial artists or tough-as-nails rogues of the worst type. Sure, it might sound long and complex but creating a character takes very little time. Once you become familiar with the games rules, it may take less than half an hour if you know what you want. The hard part is making the character rather than building it. That's what this outline of the process is here to do. In all, there are 8 steps to creating a character: Step One: Character Concept Step Two: Pick a Race Step Three: Pick a Class and Aspect Step Four: Determine Stats Step Five: Pick Skills Step Six: Equipment Step Seven: Pick Initial Spells* Fill in the blanks Character Advancement Advantages & Disadvantages Example Character: Andrew Mason Step One:
Character Concept
The first step in making any character is figuring out what it is you want to play. A tomboy martial artist? A hopeless romantic? A strong silent type sword master? This is what is known as the character concept. While you don't have to go into detail until later on the process, now is as good as any a time to start making your choices. The best way to come up with a character concept is to come up with a short phrase of perhaps three to five words that describe the character. Some examples include nave apprentice magician, over-optimistic young knight, or mysterious quiet girl (who we later find out has some higher purpose or dangerous secret. By this point, you should have some idea of the gender, eventual occupation, hair color & style, eye color, and clothing preferences. Once you have the concept in mind, you can continue to build around it. Step Two:
Pick a Race
In the world of the Final Fantasy games, we were introduced to all form of sentient life forms ranging from traditional fantasy staples such as Elves and Dwarves to Squaresoft's trademark Moogles. Like most other Pen & paper RPGs, you may play as a member of several different fictional races. Some races are limited to or restricted from certain Worldbooks unless the GM has an intelligent reason for them existing in that specific world. Sprites, for instance, are most abundant in Secret of Mana. Still, plenty of exceptions exist. Take a look at the individual Worldbooks for information about what races are allowed in each one. Dwarves: Strong as the earth they treasure and just as dependable, dwarves are expert Engineers capable of building things beyond that of conventional human understanding. Weapons and armor crafted by Dwarves are highly prized by all races. Elves: Arrogant as they are intelligent, Elves treasure nature and her gifts and count their lifetimes in centuries. Although they look down upon the lesser races with scorn, they reach a harmony with nature that few races can compare.
* Only magic capable characters need worry about step 7. It would also be a good idea to get a copy of the FFRPG character sheet and print it out. You will find copies of the sheet included with the zip file that this document came out of. There are two character sheets and two extras. The PDF sheet (sheet.pdf) is very fancy and highly recommended for anyone that wishes to print out copies. Just be warned that this sheet was made for the previous edition and lacks the Magic% stat. The other sheets (sheet.txt and sheet.doc) are meant to be used for online games and are thus made to be easily modified with the text version meant for sending through email and the .doc version for those wanting something more fancy looking. The examplesheet.doc includes all the stats of example character Andrew Mason and is meant to show how you might want to make the character sheet look.
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Character Stats
Since this is a dice-based Pen & paper RPG, characters have 2 sets of statistics (or stats) that measure their innate physical and abilities. The first are attribute stats, which represent the character's natural abilities such as strength and Agility. The second set includes combat stats such as Defense, Armor, M. defense, M. armor, and Damage capacity. Combat stats often depend on the character's attributes ratings, their class (their occupation), and current experience level. To determine how many attribute points the character can start with, GMs should consider what level of power they want their characters to start off with. The characters should then roll the dice amount given for the appropriate power level. Regular: 6d10 Heroic: 4d10 + 20 Legendary: 2d10 + 40 If you prefer a set amount of points, 40 points is a reasonable set amount for most games. No character may start with any attribute with a rating higher than their race's maximum. Human players, for instance, can have a strength rating of 10 at the most when they start off. As the character gains experience, they may increase an attribute rating by 1 point by spending 10 skill points. If the character wishes to increase their stats beyond their racial maximums, they must spend a full 20 skill points on the upgrade. Attribute Boost (Optional Rule) Normally, characters can improve their attributes by spending a portion (or all) of the skill points they earn upon increasing their experience level. The problem there is the character has to choose whether to increase their skills or increase their attributes. If the Gamemaster desires their characters to have higher attributes, they can award the character one free attribute point for every multiple of five experience the character reaches- 5, 10, 15, 20, and so on. This gives the character a few extra attribute points without endangering game balance.
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Combat Stats
Hit Points (HP): The measurement of how much damage the character can have inflicted on him and continue to live. All beginning characters have
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Thus, a 15th level fighter would have a damage capacity of x. The actual formula for inflicting damage is the damage roll for the weapon (see the weapon list) plus the character's strength stat times the Damage capacity multiple or (damage roll + Strength + bonuses) x DC. Thus a 15h level character with a plain long sword (d8 damage) and a strength of 6 who rolls a 5 on the d8 would inflict 33 points of damage- (5+6) x 3. The character must then subtract the defender's defense rating and the result is final damage caused by the attack. A complete Damage Capacity list is available in Chapter Six: Combat. Magic Damage Capacity (MDC): Similar, but the same as the normal damage capacity stat; Magic Damage Capacity (or MDC) is the character's overall ability to inflict damage with an energy based power. This includes not only magic, but also many other class powers such as bard songs, dances, geomancy, Draw Outs, and Shocks. The MDC formula is a dice roll (pending on the spell or power's strength) plus the character's Willpower or Magery multiplied by the character's current MDC rating. Magery is almost exclusively used for offensive and indirect magic while Willpower is used for healing magic and class powers. Dice roll + Magery x MDC Magic damage capacity grows with the character as they increase their experience levels. Each class has a different rate of advancement and some obviously grow faster than others.
Example 1: Tom is a black mage and casts fire 1. Fire 1 does 3d6 damage. Tom himself has a Magery of 8 and an MDC of 1 (he's a newbie). Tom rolls an 8 on his 3d6 roll delivering a grand total of 16 points of damage. Example 2: Way down the road, Tom is now a power magician with fire 3. Fire3 does 7d6 damage. Tom now sports a Magery of 15 and a MDC of 7. Tom rolls his 7d6 and scores a 36. Adding the 36 to his Magery of 15 brings the pre-final result to 51. Multiplied by his MDC of 7, the final outcome before m. armor is figured into the deal is 357. Step Five:
Pick Skills
Skills represent different abilities that a character might have picked up in their traveling days. These include abilities such as proper etiquette, hunting, animal riding, and various weapon skills that virtually any player character could have regardless of their occupation. In the Final Fantasy RPG, all skills are rated as a percentile rating from 20% (newbie) to 200% (legendary). When the GM requires the character to perform that skill, they roll percentile dice to see if they succeed. If the roll is lower then the character's skill rating then he or she succeeds in her task. If the result is higher, then the outcome is a failure. But if the roll comes up within 10% of the rating, it comes up as a critical success. The actual amount of points the character starts off with depends on the character's class and aspect. Certain classes or aspects will grant a large amount of skill points while others have less. Each aspect gives the players a specific set of skills as well as an amount of free skills. Lets take the Fighter aspect (Fighter Class) as an example: Strategy at 50% Climbing at 30% Survival at 40% One weapon skill at 50% 150 points for others Thus all characters that take the Fighter aspect begin with the skills listed above at those ratings. Note the weapons skill and 150 points for others. The
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Also some classes are better at certain groups of skills then others are. This is what is known as an "Affinity". Each class has a different for a certain type of skill. Fighters, for instance, have an affinity for learning weapon skills while a magician might have an affinity for scholastic skills. At the same time, there are "Deficiencies". These counteract the affinities by slowing the growth of skills of that type. Fighters are lousy at scholastic skills while mages are slow with weapon skills for instance. The game result is that affinities allow characters to gain double the amount of points placed into a skill. Thus 20 skill points becomes 40%. Deficiencies work the opposite way. In order to gain one percentage point, two skill points must be used for the skill. So 10 skill points would result in a rating of 5%. Both affinities and deficiencies only effect the points placed into the character's skill rating, not the final result. It does not have any effect on the Default Skill bonus. If, for instance, our earlier fighter put 10 skill points extra in his weapon skill, it would raise the skill rating from 50% to 70% (10 x 2 = 20). Default Skills All characters also begin with a small set of 'default skills'. These are skills that roughly any human being would be able to know. Like normal skills, the default skill rating should be added to the starting skill rating. Language (Native): 40% Language (Anglic, if not native): 30% Area Knowledge (specifically, your homeland): 30% Brawling: 30% Gamemasters should keep in mind that under no circumstances may a character start off with a skill higher than 100%. After a rating of 100% is reached, the cost for improving the skill doubles. At this point, the extra percentages are used to offset any penalties that the character may have to endure or in the case of weapon skills the character gains access to weapon masteries for every 50% over 100%.
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MP Method (Optional)
The other method is what we call the MP method. In the description for each spell given in Chapter Seven: Magic, there is an MP cost that is required in order to cast that spell. The character may pick whichever level one spells they want as long as the total MP cost of all the spells together is equal to or less then their MP rating. The simple process is just that- simple- while the MP process tends to give characters a bigger array of starting spells. Example: Jean is a level 1 red mage picking his spells. He has a maximum of 18 MP and picks Cure (5 MP), Antidote (3 MP), Scan (3 MP), and Fire (5 MP) for a total of 16 MP. These are the spells that he'll be able to use at 1st level.
Finishing Touches
You're almost done. Take a look again at what you're come up with and see if there is anything else you'd like to change. If your GM allows it, you may want any advantages and disadvantages (found now in this chapter between Character Advancement and Example Character: Andrew Mason) that may be appropriate for your character. Now all that is left is finishing the blanks that are left. You've answered what he is (race), what he does for a living (class), what he knows (skills), how tough, smart, and quick he is (stats), what he has (gear), and what magic he knows, if any. But just who is he or she? Appearance: Race aside; this is where you describe your character's overall appearance. This includes general physical features (eye & hair color, hair style, height, weight, build, and so on), what kind of clothing, jewelry, or accessories does the character wear (a dark blue cloak, a black sleeveless shirt, matching pants, a pair leather boots, a bandanna, and a pair of fingerless leather gloves maybe?), and the character's general posture and expressions (like does he constantly walk as if he was marching in a brigade or maybe with a sly smirk on his face?). Background: This could be seen as main part of your character's concept. Background sums up what the character has done for the most part of their life up to the point that they started seriously adventuring. Some questions that players should answer are what village, town, or city did they grow up in? What kind of parents, siblings, and family did the characters have (or didn't if they were orphans)? How were they treated at home? At what age did they choose their current profession and why? Do they like what they do for a living? Also were there any 15
Starting Spells
This step is specifically for Magic users so they can choose which spells they start off with. Color magic users (black, white, red, cosmic mages) begin with three level-one spells free when they start. For callers, they gain three low-powered summon spells (Chocobo and Moogle being two of the more common types). Magic-using characters will gain more spells as they grow in level. Be sure to check the spell progression charts under each class frequently to see if your character gains access to a new spell when they level-up.
Character Advancement
Having completed your character, you now have the opportunity to go on adventures in search of fame and fortune. As you come across monsters and other obstacles, you will gain experience points (XP) from each successful battle. Once your character has achieved a set amount of XP equal to their next level times 500, they gain a level. Example: Andrew is presently a level one character. In order to get level two, he must earn 1000 XP (2 x 500)
XP Awards (Optional)
Normally, characters gain XP when they successfully defeat an opponent by killing, incapacitating, or forcing them to forfeit the fight. However, if the GM wishes they may use XP awards.
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Advantages
Absolute Direction (1) No many where you are, be it a mile underground or in the middle of the ocean, you always know exactly what direction you are traveling in. A character with this advantage is theoretically immune to being lost unless magic comes into play. Absolute Timing (1) Similar in some ways to the previous absolute direction advantage, a character with this advantage always knows what time it is as if he has an internal alarm clock in his head. Beauty (1 to 3) Some people are more beautiful than othersthat is a fact of life. By taking this advantage, your character is more attractive to the opposite sex than someone without it. It ranges from one to three advantages. For each advantage, add +5% to the characters skill rolls when attempting to use a social skill against a member of the opposite sex.
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Animal Companion (special) The character has a beast companion. This animal is faultlessly loyal to the character, willing to perform nearly any service. Though there is nothing overtly mystical about the bond, it often seems as though beast and master can communicate with each other. The animal will enter combat, perform scouting missions, and take on other tasks for its master. The advantage cost depends on the size of the animal: small (1), medium (2), or Large (3). Some examples include: Small: Small dogs, cats, birds, and other household pets. Medium: Large dogs such as wolves or Chocobos. Large: Tigers, Lions, Bears, etc. Each animal companion should be handled like a monster of the same size and level. All animal companions start at the same level as their master, and gain experience levels at the same rate. Thus as the character gets stronger, so will his companion. Animal companions have all the basic stats and gain 10 skill points with each level-up. These points can be used to increase a stat by one point, beef up skills (all animals have Brawling: 60%, Awareness: 80%, and Survival: 60%), or buy new powers. The last is up to the GM as to whether or not they get used or not. Each level bonus requires 10 skill points. Also, as the animal companion gets stronger, they can do more damage than a normal animal. This is mainly since other monsters will have much more HP than they do. Level 1 4 8 12 16 20 24 28 32 36 40 44 48 Damage 1d* 1d*+1 1d*+2 1d*+3 2d* 2d*+1 2d*+2 2d*+3 3d* 3d*+1 3d*+2 3d*+3 4d*
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Disadvantages
Absent Minded (2) Though you do not forget important things such as skills, you do have a tendency to for things such as names, addresses, and what you're presently doing. In order to remember your name, you'll need to make a Magery stat check (Normal difficulty). Amnesia (2) You are unable to remember anything about your past, yourself or your family. You life is a blank slate. However, your past may come back to haunt you and the Gamemaster is under no obligation to merciful. You can, if you wish, take up to 3 point of disadvantages without specifying what they are. The Gamemaster can supply the details. Over the course of the campaign, you and your character may slowly discover them. Bad Eye Sight (1) The character was born with extremely bad vision or got it at some point during their youth (spending too much time reading without enough light perhaps). In the end, your character must wear a pair of eyeglasses at all times. If the glasses are damaged or loss, the character is considered blind without them. Count as one advantage. Blind (3) The character is incapable of seeing, and may not use any skills or do anything that requires the use of eyesight. However, the character is only at 1/2 penalty for being in complete darkness (though he suffers this penalty all the time). Furthermore, the
Although previous Final Fantasy character have been kings (Edward and Edge from Final Fantasy IV and Edgar from Final Fantasy VI), such responsibilities to an entire kingdom is too much for a player character to handle. It also belittles many of the other characters that most likely are not going to be royalty.
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Andrew Mason
Sometimes, it helps to have an example to go by. Thus, We have taken the trouble to create an example character- Lieutenant Andrew Mason of the New Doma military forces. Character Concept: I want to play a male human general with a strong sense of loyalty to his commander and a soft spot for the civilians. Race: He's a human. Class: He's a Fighter with the General aspect. He gets Arc, the first shock technique by default. Stats: Now the fun begins. I prefer using a base of 40 points. I want him to be fast so I put 8 points into Speed. His physical abilities should be good so I give him a Strength and Vitality of 6. 20 points so far. An 8 in Willpower would be a smart move since I'll need it for my Shocks. We'll leave Magery and Agility as 6 to round them out. Andrew has the following Attributes so far: Strength: 6 Agility: 6 Vitality: 6 Magery: 6 Willpower: 8 Speed: 8 Now on to combat stats. I get 10 HP as a base, 1d10 HP for being a general, and 6 HP because of Andrews Vitality rating. I roll a 1d10 and get a 4, giving me a beginning HP rating of 20 (10 + 4 + 6). Could have been worse. I'll bother with Armor & M. Armor rating after buying armor later on although Andrew gets a +2 bonus to Armor and +3 bonus (rounded up) to M. Armor. Both Defense and M. Defense comes in at 14 (6+8). Damage and Magic Damage Capacity both start at one. So his stats look like this so far: HP: 20 MP: 0 Armor: M. Armor: Defense: 14 M. Defense: 14 Skills: With stats done, I can move into skills. Looking again at the fighter page, generals get Strategy at 40%, Leadership at 50%, and one weapon skill at 40% along with 180 points for other skills. He also gets 180% in extra skills. Since he's in a position of power, we'll give him etiquette 40% and Intimidation 30%. 110 point left to go. 40 points to
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Andrew Mason
Appearance: Andrew stands tall at 6'4" with a well-toned build one would expect from a lieutenant of the New Doma Army. His hair is black, cut short but neatly as would be expected of his position. He normally wears the standard red trench coat common to his rank as well as pair of black pants, a spotless pair of black boots, and his sword is always kept sheathed in a scabbard on his right hip. Andrew is a moderately handsome fellow, often getting unwanted attention from women civilians. He usually keeps a friendly appearance, an oddity considering the coldness common among the New Doma Officers.
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R A C E S
A character can be one of eleven different races. These races are Human, Elf, Half-Elf, Dwarf, Imp, Neko, Matango, Sprite, Yeti, Werewolf, and Moogle. Each race is described here. There are maximum and minimum attribute stat scores that each race has. You can go higher in a stat if you pay 10 skill points for it whenever you reach a higher level, but you cannot exceed twice the maximum in any stat unless using an attribute boosting accessory or a piece of armor grants a stat bonus. Under absolutely _no_ means may any character go over 30 in any stat. These attribute limits are shown in the following table. Each race also has its own powers. The use of these, ultimately, is up to the Gamemaster. If the Gamemaster feels that these powers are unbalancing, they have the right to choose to use them or not. After all, its their campaign.
Dwarf
Height Male: 42 + 2d6 Inches Female: 4 + 1d6 Inches Weight Male: 100 + 5d10 pounds Females: 80 + 5d10 pounds Hair Colors Steel-gray or iron-black. Occasionally, a Dwarf will be born with golden hair; this is a sign of destined prosperity. Eye Colors Universally black and brown; Dwarves have very good vision in darkness, but often suffer from near-blindness in bright sunlight. Favored Habitats: Mountains, Hills, Underground Lifespan 150-200 years Dwarves are the children of the Earth. They are short and stocky, and often dark in coloration. Due to their strong ties to elemental Earth, most Dwarves are
miners or smiths, seeking out new ores and shaping them into remarkable works. Society: Dwarves tend to be organized into clans, large families of fifty to a hundred Dwarves apiece. Most clans are devoted to a single craft, such as iron mining, smelting, or brass forging. Dwarves are extremely specialized in their tasks; while most Humans regard jobs such as bronze forging and brass forging to be very similar, Dwarves consider them almost two completely different trades. This intense specialization means that nearly every Dwarf born has their own niche to fill, and training begins at childhood. Few Dwarves resent this fact; they are trained in it from birth, and a vast majority desires nothing more out of life than to pursue their trades. Within the clan, a strict chain of command prevails, based on seniority. Most Dwarves will obey the orders of a superior without question. This chain of command runs from the youngest Dwarven children to the Lord of the clan, the oldest and most revered Dwarf. Of the Lords, the oldest and greatest among them is chosen as the Highlord, the one who will make decisions for the race as a whole.
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Elf
Height Male: 63" + 1d10" Female: 60" + 1d10" Weight Male: 100 + 3d10 lbs. Female: 85 + 3d10 lbs. Hair Colors Varies, includes many oddball colors like blue, green, violet, and chrome shades Eye Colors Varies Favored Habitat: Forests, Jungles Lifespan 300 + 6d10 years Elves have the longest lifespan of any sentient creature (aside from dragons). Physically, they are a beautiful race of people with chiseled features and the long pointed ears they are well known for. They also are visibly less muscular looking than humans although this doesn't necessarily mean elves are as fragile as they seem. Although they commonly interact with humans, most elven cultures prefer to distance themselves from them. This gives most elves a somewhat deserved stereotype of being arrogant, which is often true. Most people believe it is due to their lifespan, as 50 years means very little as compare to the 320 to 350 years most elves live to be. Despite this, some humans and elves do fall in love and have children. Such children are considered halfelf (see later below), often considered outcasts from their parents societies (especially in the more racist communities). Elves often live in a monarchy led by a strong king or queen. They can most often be found in forests, although in some cases elves can be found in other terrain such as jungles or even deserts. Their kingdoms are ruled no differently than their human
Half-Elf
Height Male: 65" + 1d10" Female: 60 + 1d10" Weight Male: 110 + 3d12 lbs. Female: 90 + 3d12 lbs. Hair Colors Same as Elf Eye Colors Same as Elf Favored Habitat: Any Lifespan 100 + 6d10 years Half elves are the results of humans and elves procreating. As a result, the child born from such a union has the features of both parents. Often they have their Elven parent's general looks but are taller and more muscular. Another tell-tale sign are the child's ears, which are much shorter and rounder on the edges then their Elven parent. Half-elves, for the most part, are born into a life of tragedy. They'll find that human friends will grow much older than they will and they'll grow old much faster than Elven friends. The result often is the character becomes an outcast, particularly in lands that are hostile towards the opposite race of the halfelf's lineage. To add to this, the half-elf gene is very
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Human
Average Height Males: 5'2" + 2d10" Females: 5' + 2d6" Average Weight Males: 140 + 2d10 lbs. Females: 100 + 2d10 lbs. Eye Colors Brown, blue, green, grey, and hazel Hair Color Blond, black, brown, red, green, silver Average Lifespan 80 years Favored Habitat: Any Commonly found on: All Worlds Humans are diverse people and are made up of many different cultures and societies with their own languages. They are the populous race and are the ruler that other races are compared to. Some humans are evil and others are good while many walk between that line. The only common fact that bonds humanity is its lust in many cases for bloodshed and war. More so than other races, humans are willing to fight and kill each other over such trivial matters as honor and religious belief. On the flip side of the same coin, humans are will to risk anything to defend their families or countries. Even against the greatest odds, sometimes the most powerful thing in the
Imp
Average Height 2'6" + 1d12" Average Weight 50 + 3d10 lbs. Eye Colors Black Hair Color Green Average Lifespan 60 years Favored Habitat: Forests, Mountains, Underground Commonly found on: All Worlds Imps are small, nomadic tribes of greenish creatures that reside all over the worlds of Final Fantasy. Most imps gather in small clans of 50 to 100 members with the eldest among them as the leader of the clan. Throughout the world Imps are considered vermin much like rats since they often take to stealing and raiding. Part of this comes from their birthrate, which is quite high. The average pregnant Imp can give birth to as many as five children
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Matango
Average Height Males: 3'2" + 1d10" Females: 3'0" + 1d4" Average weight Males: 65 + 3d10 lbs. Females: 65 + 2d10 lbs. Eye Colors Black, Brown, Hazel, Green, Grey Hair Color None Average Lifespan Males: 68 years Females: 73 years Favored Habitat: Forests, Underground Commonly found on Land of Mana (SoM) The Matango range a variety of colors, from fluorescent greens to coal black. Often, they sport different colored spots on their shroomcap that increase in number, as they grow older. They are also fairly short- Matango rarely reach more than 4' talland are bulky for their size. The Matango live in areas that are not accessed easily. Although most prefer to live in peace, several monster tribes have learned the hard way that the Matango are more than willing to go to war if their homes are endangered. The Matango live in a society of monarchy rule. They will defend their king and kingdom to the very end with an almost religious fever. The Matango have a spoken history in which the old 'shrooms tell stories to pass on the history of the past to the future generations. Young Matango are often raised on tales of heroes of long ago times and grand palaces populate the spoken history of Mana. Because of their similar habitat, Matango are often at ends with the more vicious Imp clans. Matango frequently ally themselves with Dwarves in hard times to fight off particularly strong Imp clans. Powers: Large, giant, and huge monsters all face a 20% attack penalty when attacking a Matango character. Matango gain an automatic armor bonus thanks to their tough skin as they grow in level. It begins at +2 at level one but increases by 2 for every ten level. Thus a level 41 Matango has a +10 armor bonus.
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Neko
Average Height Males: 4'6" + 1d6" Females: 4' + 1d10" Average Weight Males: 100 + 2d10 lbs. Females: 85 + 3d10 lbs. Eye Colors Black, Brown, Green, Hazel, Blue, Grey, Lavender Hair Color Black, grey, white, tan, orange Average Lifespan 53 years Favored Habitat: Forests, Plains Commonly found on Land of Mana (SoM) The Neko stand about 4'6" to 5'6" tall, and tend to have slight builds. They are basically human in appearance, although their entire bodies are covered in fur and they have the facial features of various breed of cats. This includes smaller housecat breeds as well as the larger great cats such as lions, tigers, panthers, and so on. Neko based on the greater cats tend to be taller, more on par for size with humans. Their hair/fur ranges in color from black to various earth tones, to even (although rarely) white. Their eyes are usually green or yellow, and are often different colors. The odd Neko with blue eyes is considered a good omen to his family. Neko do have claws and fangs, but most feel that using them in combat is feral and improper. The race of Neko is one of wanderers. Shortly after they are born, they reach maturity and leave home to find their own place in the world. Many become merchants, others adventurers. Many other races hate or fear the Neko because of evil whispers that they are thieves or tricksters, but this is a case of a few really bad eggs causing the whole batch to be thrown away. Most Neko are as honest as humans. The Neko do not have a based society to belong to. They travel mostly upon foot, and in numbers of 1 to 2. After years of adventuring in the many lands of Mana, the Neko settle down into small villages. They usually will meet mates, and raise small litters of Neko. They will train these litters in mercantilism, and send them off into the world. Occasionally, a few Neko children delve into other areas aside from life as a merchant. Those Neko that bare more similarities to the great cats tend to gravitate toward Fighter and Ranger aspects such as the Paladin, General, and
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Sprite
Average Height: Males: 3' + 2d10 Females: 3' + 2d6 Average Weight: Males: 40 + 5d10 Females: 40 + 3d10 Eye Colors: Blue, Black, or Brown Hair Colors: Any, preferably unusual Average Lifespan: 150 Favored Habitat: Forests Commonly found on: Land of Mana (SoM) Ranging from 3'5" to 4'6", sprites look much like dwarves, minus some bulk and facial hair (they have it, but to a lesser degree). The hair color of the sprites can be any color of the rainbow and even more exotic colors. Their eye colors usually are blue, black, or brown. Sprites usually wear robes of varying colors and carry staffs that they use both for balance and to focus their tremendous magical power. The Sprites are the essence of Mana and they know this well. For the most part, the sprites are content to live in their villages and tend the land and nature. They are a friendly people, renowned for their hospitality. When Mana is threatened, the sprites behavior begins to change. They have been known to become warriors, battling whatever threatens Mana. Unfortunately, they also have been known to become weaker and even to disappear from the world that they reside in. This is because of the fact that as Mana grows weaker, so do they, and if it were ever to completely die, then they would as well. According to legend, when Mana grows so weak that the sprites are forced off of the physical plane, they arrive in the land where Mana flows the strongest and purest.
Werewolf
Average Height Males: 5'2" + 2d10" Females: 5' + 2d6" Average Weight Males: 140 + 2d10 lbs. Females: 120 + 2d10 lbs. Eye colors Black, Dark Green, Dark Blue Hair Color Grey, Brown, White, Silver, Black, Russet Average Lifespan 70 years Favored Habitat: Forests, Hills Commonly found on Mallora (FF5) Though not a very populous race, the werewolves are considered well established because of their amazing ability to stay a secret. Though feared by almost all races and considered by most as monstrous and inferior (especially by Neko), the Werewolf culture is surprisingly peaceful and orderly. Though, like any veteran fighter knows, the military strength of the werewolves is great. A Werewolf during the day looks like a normal human save for the fact that they often have bright amber eyes much like a wolf. At night, they gain the ability to transform into a powerful wolfman. The werewolves usually have grey or brown colored hair, though some 'gifted' ones are born with silver or white hair. The origins of this species are generally unknown, but many say that they came from offplanet, traveling by meteor.
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Yeti
Average Height 6' + 2d10" Average Weight 400 + 6d10 lbs. Eye Colors Black, brown Hair Color White, brown, green Average Lifespan 20 years Favored Habitat: Mountains, Arctic Commonly found on Aeolus (FF6) Dump trucks with hair. Yeti are huge humanoids that are proportioned roughly like apes. They are covered in a matte of thick white hair, which conceals their leathery black skin. They have huge mouths filled with many small, jagged teeth. They are mostly unintelligent, barely able to speak and prone to yelling `U'ghaaaaa!' whenever they feel the urge to express themselves. On the other hand, they are extremely skilled in combat with their incredible strength and endurance. They are usually between eight and nine feet in height, and no one has dared to try and measure their weight. Above all, they are big, stupid, slow, and deadly if you annoy them. Despite their fearsome appearance, Yeti are actually very gentle people. They live in areas of extreme cold, often in mountains, which puts them in one of the harshest environments in existence. They often prefer to keep a safe distance from humans and other sentient races (with a notable exception of
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C L A S S E S
You can't learn to wield a sword or cast magic by accident: you learn how to do it. A class is much like an occupation: it describes what the character has been trained how to do during his or her childhood. Not all people have classes but for heroes such as the player character, they are exception. There are eleven classes: Fighter, Ranger, Thief, Bard, Engineer, White Mage, Black Mage, Red Mage, Blue Mage, Cosmic Mage, and Caller. Each class excels in different areas where other classes do not or benefit from powers that make them unique. Fighters, for instance, are the best physical combat in the game but lack the versatility (and power) that magic provided. Black Mages, on the other hand, are excellent with offensive magic but lack physical prowess. If they are cut off from magic, use all their magic points, or their magic has no effects on their opponents, they have little hope for surviving. In order to provide an extra amount of diversity, many classes have sub-classes or 'aspects' that can provide different variations of powers than the regular class. Most aspects are based on the many different heroes and heroines of the Final Fantasy series. Dragoons, Paladins, Dark Knights, Ninjas, Gamblers, Beastmasters, Geomancers, Dancers, and Mimes are just a few possibilities. Vertical. Although given as hexes and squares, each hex/square equals one meter/yard for those that prefer an abstract view on combat. Range: How far the character can be away from the enemy in order to be hit with the attack. Effect: How large the power's "area of effect" is. For each point over 1, the attack's radius increases by one hex/square. Vertical: How high or low the target can be hit from. This often comes into play when trying to strike multiple opponents with a power. If one of the targets is on a higher ledge, the power may not be able to affect them. If you interested in learning more about the hex map rules, you'll find them in Chapter Six: Combat.
Fighter
The noble samurai, the dashing swashbuckler, the humble peasant warrior. All embody the Fighter, strongest of the classes in terms of fighting ability. Some have channeled their inner chi through years of training, gaining superhuman abilities through their weapons. Some, by sponsorship of a higher power, have gained limited spell use. But all are the most formidable in a front-on fight. The warrior in its purest form, the pure Fighter (Fighter class, no aspect) is a warrior who has chosen strength and skill with weaponry over the pure mental discipline and magical powers of the other aspects of his or her trade. This does have a benefit however. Whereas other classes and aspects can only master one weapon, the fighter can master them all. Fighters can often be seen filling the ranks of the armies of nearly all worlds. MDC Boost (Optional): While magic is not normally the primary power of most Fighter aspects, some of them- specifically the Black Belt, Dark Knight, General, Magic Knight, Paladin, and Samurai have powers that either dabble in magic. Some examples include the Paladins access to white magic spells and the extensive attack powers of the Samurai and General aspects that are based on their MDC rating. In such cases, a higher MDC rate for the Black Belt, Dark Knight, General, Magic Knight, Paladin, and Samurai aspects (+1 every 9 levels rather than +1 every 10 levels) could help balance the powers of these aspects against each other.
Initiative Penalties
Many powers can allow a player to perform acts that rival even magic. To counter the lack of magic point costs, most class powers have an initiative penalty. When the character uses that power, the initiative penalty is deducted from their initiative score. So if a character who rolled 12 for initiative used dispatch (sword technique, -2 penalty); his final initiative would be 10 (12 - 2). If the character's modified initiative is negative, then the power comes into effect on the next round with any left over points being subtracted from the 2nd round's initiative. So a character who has a 15 initiative using Quadra Slam (18) would suffer a -3 initiative penalty for the next round before the Quadra Slam goes off.
Power Ranges
Most powers have a range listed using the hex map format. For those that doesn't know about it (or haven't played Final Fantasy Tactics yet), the range is listed as three separate stats: Range, Effect, and 34
Fighter Skill
While the stock Fighter may not use an amazing array of ki attacks like many of its aspects, the Fighter has several advantages of its own. Fighter skill techniques, as they are called, are not available to the Fighter aspects. They are available only to the pure Fighter (Fighter class, no aspect). Fighters also have extra benefit of being the only class or aspect that can use more than one weapon mastery. Other classes, even fighter aspects, are limited to only one weapon mastery of their own choosing. Weapon Masteries are described in Chapter Four: Skills following weapon skills. Protect (Level 5) Using this ability, the Fighter can protect himself from physical attacks. If the Fighter uses this ability, he must devote the entire combat round to defending, not making an attack or taking any other action. While this ability is in effect, the Fighter takes no damage from physical attacks of any kind, although magical effects and status conditions associated with a physical attack (such as a Magic Knight's Sword Magic, or a monster's poison) can still affect the Fighter. 2-Hand (Level 10) This ability allows a Fighter to use a melee weapon in two hands, instead of one. If the Fighter uses this ability, he gains an extra die of the appropriate type when rolling for damage (a Sword held 2-Handed would do +d10 damage, an axe +d12, etc.) and adds twice his Strength score, instead of just the unmodified strength score. These modifications are made before DC adjustments are made. While the Fighter is using 2-Hand, he may not carry a shield. Rapid Strike (Level 20) When in combat, the Fighter can attempt to strike first in any combat round. In order to successfully use this ability, the Fighter must roll under (Level/2)+AGI on percentile dice; if he succeeds, he can act at any time in the combat round, regardless of his Initiative roll. (He can go first and strike at an enemy, for example; or he can wait until the enemy has closed to melee, and then strike before the enemy takes a combat action.) If he fails, his Initiative is reduced to 1, and he cannot act at all in the round. Rapid Strike can only be
Fighter Aspects
Barbarian
Example: Umaro (FF6) Commonly found on: Mallora (FF5), Aeolus (FF6) Many have a view of the barbarian as a smelly, stupid sub-human or beast. That is far from the truth. While it is true that Barbarians do possess more sheer physical strength than any class or aspect, they also 35
Skills
Survival at 50% Tracking at 40% Weapon Skill at 50% 150 points for Others
Black Belt
Example: Sabin (FF6), Yang (FF4) Commonly found on: Any world The Black Belt is a Fighter who has chosen to rely on Agility and their extensive training in unarmed combat to best a foe, rather than muscle power and weapons. The black belt usually begins their training in their late childhood or early teens, and continues with this training through the rest of their formative years. As a result, Black Belts are far more agile and quick than most, with a flexibility and dexterity that few can match. The only serious problem with the Black Belts is the fact that they are not trained to wear heavy armor or wield weapons, so their defense is lower than that of their armored companions and they can only wield claws that add to their punching power. They also are more spiritual than some of the other fighter aspects whereas they are trained in the use of the mystic power known as "Ki". Through manipulating ki, the Black Belt is able to use powerful martial art maneuvers known as Blitzes that have effects ranging from launching a barrage of punches to creating blasts of holy energy.
Berserker Rage
All Barbarians have the unique ability to go 'berserk' with similar effects from the status condition of the same name (+50% HP, +25% damage). As they grow stronger, they gain additional powers that can be used while berserk. Will of the Rage (Level 10) At Level 10, the fury of a true Berserker becomes more potent, able to penetrate to and affect others. With this power, the Berserker can make a Will check any time he attacks an enemy. If the check succeeds, the foe suffers no benefits from magical defenses including Resistances, Immunities, or Absorbencies from the Berserker's attack. Strength of the Rage (Level 20) The Berserker can call upon the power of the Rage in non-combat situations. To do this, he must pass a Will check; if he succeeds, any one physical attribute (STR, AGI, VIT, or SPD) is doubled for Will rounds. Skills that default to the chosen attribute are also doubled. While employing Strength of the Rage, the Barbarian automatically fails any Social, Scholastic, or Artistic skill checks. Soul of the Rage (Level 30) This power allows the Berserk to spread his fury to others. In battle, the Berserker may take a round to use the White Magic spell 'Berserk' against an opponent. This costs no MP and can be used as desired.
Skills
Acrobatics at 50% Climbing at 40% Jumping at 30% One weapon skill at 50% 120 points for Others
Blitz
Through long and tedious training, a black belt is capable of controlling their own Ki energy and focusing into amazing Blitz techniques. Through a Blitz the character can pull off amazing physical feats (Pummel, Power Suplex, Bum Rush) or create powerful blasts of energy (Aura Bolt, Fire Dance, Air Slash).
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Dark Sword
All demons grant their minions the ability to channel unholy energy through their swords to destroy their foes. The Dark Knight has three different Dark Sword techniques: Dark Sword, Night Sword, and Black Wave. They gain Black Wave at level 5 while Night Sword is gained at level 20, Dark Sword is gained upon reaching level 35, and Darkside is gained upon reaching level 50. While they may lack some of the physical punch that Holy Sword possesses, Dark Sword makes up for it by draining health points and energy. Black Wave (Level 5) Range: R:4 E:2 V:0 Penalty: -2 The Dark Knight unleashes a wave of negative energy that does an extra 150% darkness damage and has a 30% chance to inflict the status condition Blind. Night Sword (Level 20) Range: R:4 E:1 V:0 Penalty: -10 The Dark Knight points his sword at the target as an ethereal dark red blade rips through them from the ground below. The attack inflicts 125% damage to the target's HP and 1/2 of damage restores the Dark Knight's MP. Dark Sword (Level 35) Range: R:4 E:1, V:0 Penalty: -15 The Dark Knight points his sword at the target as an ethereal purple blade rips through them from the ground below. The attack inflicts 125% damage to the target's MP and 1/2 of damage restores the Dark Knight's MP. Darkside (Level 50) Range: R:4 E:1 V:0 Penalty: -20 The Dark Knight points his sword at the target as an ethereal black blade rips through them from the ground below. The attack does 200% darkness damage and has a flat 33% chance to automatically kill any none boss level monster. While powerful, Darkside has a price: the character suffers 1/10th the damage that the attack inflicts. If Darkside does 500 points of damage after the enemys armor rating is factored in for instance, the character takes 50 points of damage himself. Darkside also has a flat 30% chance to instantly kill its target when used. This side-effect of Darkside is useless against all undead or boss monsters.
Dark Knight
Examples: Cecil (FF4) Commonly found on: Earth (FF4) Even as there is good in the world, so must there be evil. Thus, even as the Paladins are the Knights of Light, so there are Knights of Darkness to match them. The Dark Knight is a Fighter who has chosen to serve the spirits and deities of darkness and evil. Unlike the Paladin, the Dark Knight does not have to go through tests of spirit and emotion to prove their worth, in that respect they claim superiority to their light brethren. The powers of evil gladly aid those who wish to serve them. However, not all Dark Knights are truly evil. There are some that are specifically marked by the evil forces and then are coerced into serving them. These Dark Knights are often miserable, and usually will try to leave behind the dark ways, often aspiring to Paladinhood. They have hope in this, because very often the powers of goodness have pity on these poor souls and will consent to let them take the tests to become a Paladin. Most Dark Knights actively serve the forces of evil, however. Dark Knights, like their Paladin opposites, equip armor and wield swords, quite often dedicated to the evil forces they serve. In addition, they can use up to fourth-level black magic and channel the unholy energies of the masters of the darkness through their swords.
Skills
Etiquette at 50% Strategy at 40% Climbing at 30% One weapon skill at 50% 150 points for Others
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Spell Progression
Magic Level Level 1 Level 2 Level 3 Level 4 Any Level XP Level 03, 07, 11 13, 17, 21 23, 27, 31 33, 37, 41 46, 51, 56, 61
Starting HP: 10, Starting MP: 5 Level Up: +1d10 HP, +1d6 MP
Dragoon
Examples: Kain (FF4) Commonly found on: Any world Dragoons are warriors who have been trained in the use of internal energies. In many countries, the Dragoons are elite warriors who have a reputation of getting even the most suicidal jobs done. Whereas most classes and their aspects are ground-bound, Dragoons have the interesting capability to harness their internal energies, focusing them into a powerful jump that, for a time at least, defies the laws of gravity. With their extensive training in both ground and aerial combat, Dragoons are capable of using their jumping ability to launch a devastating attack from the skies upon their hapless opponents as well as dish out the damage on the ground.
Skills
Strategy at 40% Jumping at 50% One weapon skill at 50% 180 points for other skills
Dragon Arts
The fundamentals of the Dragoon's training come from the study of the powers of dragons. The Dragoons can use this potential to perform jumps high enough in altitude to earn a place within legends as those who can "fly like a dragon." The Dragoon can also invoke such spirits to perform tasks that may not necessarily compare to those of Mages and Callers, but are respectable in their own right.
General
Example: Leo (FF6) Commonly found on: Any world on which there is an active military. The general is an advanced version of the Knight or the Sword Master, or could be considered a specialized kind of Magic Knight. Like the Knight, the General holds a high rank in the military of his or her world, and this could mean a noble title as well. But like the Sword Master, the General is trained in the use of internal energies. This is where the similarities end. The General uses his or her internal energies in a fashion both more complex and more simple than the Dragoon or the Sword Master, releasing it as raw energy. Often, this takes the form and attributes of lightning. At the same time, the General is more diverse, since his or her powers are better suited to mass combat and attacking whole groups of enemies, whereas the Dragoon and the Sword Master are more limited in scope for the most part. The General is more often than not a born leader, who is good at leading the troops into battle and from there to victory. Most Generals are trained to use swords or katanas, although there are exceptions. Those that use heavy weapons such as cudgels, hammers, and axes tended to be looked down upon by their superiors.
Skills
Strategy at 40% Leadership at 50% One weapon skill at 50% 180 points for Others
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Knight
Knights are trained warriors that differ from ordinary Fighters in that they have been given the rites of knighthood by a king or some other potentate. Thus, they hold an active rank in a military and, more often than not, are nobility to one degree or another. Knights are trained to use heavy armors and weapons, much like the Paladins and Dark Knights, but ironically enough, they specialize in the use of shattering the weapons, armors, helmets, and equipment of others.
Skills
One weapon skill at 50% Strategy at 30% Ettiquette at 30% 150 points for other skills
Battle Skill
Through much practice, Knights are able to use their skills to break equipment and temporarily decrease stats through stabbing the opponent in a specific area. All Battle Skills are subject to defense modifications- the target's defense rating is subtracted from the CoS final total. Repairing damaged equipment costs 1/5th the cost of the item. Note: The final four Battle Skills (Icewolf Bite, Shellburst Stab, Balstar Punch, and Hellcry Punch) do not work the same as they did in Final Fantasy Tactics. They will damage any opponent regardless if they wear armor or not. Power Break (Level 1) CoS: 50 + (Level/2) + (Strength) If successful, the target's Strength is decreased by (10 + the Knights XP Level/2)% points for the duration of the battle. Thus a level 20 Knight would reduce the targets Strength by 20% (20/10 = 10. 10 + 10 = 20) Speed Break (Level 6) CoS: 50 + (Level/2) + (Strength) If successful, the target's Speed is decreased by (10 + the Knights XP Level/2)% points for the duration of the battle. Thus a level 20 Knight would reduce the targets Speed by 20% (20/10 = 10. 10 + 10 = 20)
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Skills
One weapon skill at 50% Strategy at 30% Climbing at 40% 180% for others
Sword Magic
Although similar in nature to the magic spells wielded by the Black Mages, Sword Magic is functionally different. Rather than hurling spells at their enemies, Magic Knights have the ability to temporarily channel powerful magic spells into their weapons (traditionally swords) for the duration of the battle. These spells effectively add both the element of their spell (for instance, a Magic Knight who casts Fire 1 on his blade would do double damage against monsters weak to fire spells and attacks) and an extra amount of damage. Certain Magic Knight spells are also capable of limited success spells (silence, sleep, poison, etc.). The descriptions and effects of all Sword Magic can be found in Chapter Seven: Magic. Unless stated otherwise, the enchantment created by the Magic Knight lasts 1d10 rounds plus their (Magery/3).
Starting HP: 10, Starting MP: 8 Level Up: 1d10 HP, 1d6 MP
Magic Knight
Examples: None Commonly found on: Mallora (FF5) While other Knights learn to focus their ki energy into mighty sword techniques such as Holy Sword, Dark Sword, or Shocks, Magic Knights learn to focus powerful magic spells through their weapons. Through their training, Magic Knights can transform their weapons into elemental weapons, make them fly and attack on their own, and even control the weapons of their enemies.
Paladin
Examples: Cecil (FF4) Commonly found on: Earth (FF4) The Paladin is the sacred knight, consecrated to the powers and deities of goodness and light. Paladins are chosen by the powers of goodness, not the other way around. Although there are many who have one or several of the qualities that make a Paladin, only those who are truly the epitome of the powers of light are so blessed to become a Paladin. Paladins, much like Samurai, follow a strict code of honor and nobility. Paladins usually wear heavy armor and wield swords. 43
Skills
Etiquette at 50% Strategy at 30% Leadership at 40% One weapon skill at 50% 150 points for Others
Cover
The Paladin may choose to cover any other party members. When he opts to do this, the Paladin immediately jumps in front of the covered party member, taking all damage that the character would have taken. A Paladin can choose to cover or to cease cover at any time. The Paladin must remain within 1 round's move of the covered character--i.e., a distance of SPD feet or less. If the covered character is attacked in melee, the Paladin interposes himself between the attacker and the target. All attacks and damages are rolled as if the Paladin had been the intended target. Missile and magical attacks cannot be covered.
White Magic
The Paladin gains access to white magic upon reaching level 3 and may cast up to level 4 white magic.
Holy Sword
As part of their faith, Paladins have ability to channel holy energy into powerful sword techniques. A paladin can use this ability upon reaching level 5, and gains new Holy Sword techniques as he or she advances in experience. Stasis Sword (Level 5) Range: R:3 E:2 V:1 Penalty: -2 The Paladin slashes through the air in the direction of the target while at the time a white-blue ethereal blade of energy rips through the target. The attack inflicts 150% Light damage and has a flat 33% chance to inflict the status condition Slow. Split Punch (Level 20) Range: R:4 E:1 V:0 Penalty: -5 The Paladin slashes through the air in the direction of the target while at the time an ethereal blade of energy rips through the target. The attack
Spell Progression
Magic Level Level 1 Level 2 Level 3 Level 4 Any Level XP Level 3, 7, 11 13, 17, 21 23, 27, 31 33, 37, 41 46, 51, 56, 61
Starting HP: 10, Starting MP: 5 Level Up: +1d10 HP, +1d6 MP
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Skills
Animal Riding at 30% Etiquette at 50% One weapon skill at 50% Strategy at 40% 150 points for Others
Draw Out
All Samurai are taught from an early age that in everything exists a spirit. In the earth, in the wind, in the water, and even in the katana that they are given by their Shogun. It is their gift that the Samurai may call upon the spirits within their blade to aid them in their fights. Releasing the spirits has one disadvantage, however - each time the spirit of the katana is released; there is a (25% - [Current level - Required level]) chance that the katana will break from the energy released from it. This mechanic allows talented Samurai to draw weaker katanas with less fear that they will break and younger Samurai to attempt releasing stronger katanas when forced into a desperate situation. Because of the wear and tear done by drawing out the sword's spirit, Samurai are often reminded by their mentors to carry an extra Katana just in case. With the exception of artifact level Katanas (which do not break), all katanas have a 10% chance to break regardless of the experience level of the Samurai drawing them.
All limited status conditions have a 50 + (Level/2) + (Willpower) minus the target's M. Defense % chance to take effect. All draw powers (unless noted differently) have an area of a Range of 1 (caster) and an Effect of 3 with the Samurai acting as the center target. This makes trying to play sniper using this power all but impossible. Starting HP: 10 Level Up: +1d10 HP
Sword Master
Example: Cyan (FF6) Commonly found on: Any world The Sword Master is much like a Black Belt or a Knight in many ways. Where the Black Belt has mastered the art of unarmed combat through years of training and discipline, the Sword Master has dedicated his or her life to the mastery of the blade. All novices spend their formative years learning to master the many different styles of sword fighting and also learning to channel their internal energies, much like the Dragoon. Upon completion of the training, the student emerges a Sword Master, skilled in the art of focusing their internal energies through their swords to create mystical-seeming effects, as well as fight with a blade in the normal fashion.
Skills
Etiquette at 40% One weapon skill at 50% Strategy at 50% 150 points for Others
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Ranger
Through careful study of and constant contact with the natural world he loves so much the Ranger has become the shining example of the defender of the wilds, as skilled in wilderness survival and communication with nature as he is in all matters martial. Where many would seek victory through superior strength and numbers the Ranger understands the merits of stealth and subterfuge, relying as heavily on them as he does his Strength and Speed. Through careful development of his senses the Ranger has also become a master of observation, often perceiving small details others fail to notice; this is of course the foundation of the Rangers skill in tracking. As he grows in experience a Ranger can perform some amazing feats. Rangers learn to call upon the natural world to do their bidding, transport themselves into a sort of null state which makes their attacks far more accurate, and even wield their weapons with such Speed for a short amount of time that they can inflict four strikes in the time it usually takes to perform one.
Squirrel (Level 1) A squirrel scampers past, running onto (and over) a single non-flying enemy, which takes 1d10 x MDC damage. Mysidian Rabbit (Level 1) Other than being almost obnoxiously cute, the Mysidian Rabbit does nothing. Bee Swarm (Level 6) A swarm of bees descends on each foe, stinging for (2d6 + Willpower) x MDC damage. There is also a Level + (2*Will) chance that the attack causes the Poison status condition. Nightingale (Level 11) A Nightingale descends towards the party, restoring (2d6 + Willpower) x MDC HP to each party member. Flying Squirrel (Level 16) A Flying Squirrel launches itself in a low glide against one foe, and has a Level + (2*Will) chance to inflict the Stop status condition. Falcon (Level 21) The strike of the Falcon's talons reduces a single enemy's HP by 1/4. Skunk (Level 31) The Skunk sprays all enemies with its stink juice, causing 3d8*MDC poison damage and automatically causing the Poison status condition. Gopher (Level 31) A gopher burrows underneath a non-flying opponent and then collapses the ground under its feet. The attack does 2d10 x MDC damage, and has a Level + (2 x Will) chance to inflict the Stop status condition. Wild Boar (Level 41) A large boar charges at a non-flying foe, doing (5d8 + Willpower) x MDC damage. Cobra (Level 41) A huge snake uncoils itself towards an enemy, inflicting (4d6 + Willpower) x MDC damage with its bite. There is also a (Level/2 + Will) chance that the foe will receive the Berserk and Confuse status conditions. Butterfly (Level 51) A giant butterfly passes over the battlefield, and casts Remedy and Regen on all allied party members. It also has a (Level/2 +Will) chance to inflict the Slow, Silence, and Blindness status conditions on each foe. 47
Skills
Survival at 40%Tracking at 50% Animal Lore at 30% Plant Lore at 20% One Weapon Skill at 40% 90 points for Others
Animal Empathy
Due to their talent in training and relating to animals, Rangers with the Animal Companion advantage (see Chapter One: Character Generation for the complete list of Advantages & Disadvantages) have stronger, smarter companions then members of other classes. Any Animal Companion a Ranger has gets +1 hit point per die, and gains 15 skill points per level instead of 10.
Call Animals
Through her delicate attunement to nature a Ranger can call upon the very forces which make up the animal kingdom, summoning a spectral creature of herd of creatures to service her for a single round of combat. The exact creature summoned is determined randomly. The animals are as follows:
Ranger Aspects
Beastmaster
Example: Gau (FF6) Commonly found on: Aeolus (FF6) The Beastmaster is a person who has spent many years among the animals of the wild, living with them and studying their habits. As such, the Beastmaster does not spend too much time in civilization and is quite the social boor. However, what a Beastmaster lacks in charm is made up for with skill, for the Beastmaster is capable of learning the attacks and powers of the monsters and animals he or she meets. Thus the Beastmaster's ability is similar to, yet different from the Monster Trainer's, as the Beastmaster does not tame the beast in question, but learns from it.
Skills
Survival at 40% Animal Lore at 50% Jumping at 30% One weapon skill at 40% Beast Fighting at 40% 110 points for Others
Charge
Through waiting to get that perfect shot, Charge increases the damage of an attack at the cost of an initiative penalty. As the Ranger increases in level, the Ranger can wait longer and longer, giving him the chance to pull of one super-powered shot. Charge may not be used with any weapons other than a bow or crossbow.
Beastmastery
Beastmastery is a time-consuming ability, but the results are well worth the wait. It involves the learning and use of the very attacks used by the monsters the Beastmaster encounters, often allowing the Beastmaster to perform amazing feats such as floating in the air or seeming to strike with metal claws. Befriend To use this skill, the Beastmaster must first find a beast willing to teach it, meaning the beast must react very well the Beastmaster (GM's say, if they want the Beastmaster to learn the monster's abilities, and if it makes sense). If the beast agrees to teach the Beastmaster, then it travels with the Beastmaster for a number of days equal to the beast's level, minus the Beastmaster's level, with a minimum of one day. (A 5th level Beastmaster would have to spend 10 days with a 15th level monster, while a 10th level Beastmaster would only have to spend one full day with a 3rd level monster.) This reflects the time spent by the monster teaching the Beastmaster the ins and outs of it's fighting techniques. During this period of training, the Beastmaster is totally focused on what the monster is teaching him. Thus, he can only use the rage power of the monster that is teaching him. Since
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Rage
Once the Beastmaster has been trained to fight like a beast, he can use that monster's fighting style by entering a trancelike state known as a Rage. While Raging, the Beastmaster relies on instinct and learned behavior, much like the monsters he emulates. Thus, he is not under direct control of the player, and tends to do random things. When a Beastmaster Rages, he selects one particular monster's fighting style to emulate. He must, of course, have trained with that monster prior to using the Rage. The exception occurs only when the Beastmaster is "befriending" a monster and learning from it. During this time, the Beastmaster can only use the Rage of the teacher (even though he hasn't technically learned it yet), and no others. The exact qualities of the Rage depend much upon the monster's own abilities. The GM determines what abilities the Rage has, usually including the monster's more obvious qualities and abilities. During a Rage, the Beastmaster gains all of the monster's inherent, natural qualities. If he is Raging as a flying creature, he can fly. If is is Raging as a fire-breathing creature, he can breathe fire. If he is Raging as a creature with six arms, he can attack as if he had six arms. These stay with the Beastmaster until the end of the Rage. Due to the Beastmaster's trancelike state, he doesn't have direct control over how he attacks, doing whatever comes most naturally at the moment. Because of this, the GM must make a Rage Chart for every Rage the Beastmaster knows, each Rage Chart listing the abilities of the monster (that the Beastmaster knows, anyway. The GM is free to forbid certain attacks and qualities to the Beastmaster that the monster may possess), and a percentage indicating how likely the Beastmaster is to use the attack in a given round. Every round the Beastmaster is in range, the GM rolls dice, consults the chart, and describes what the Beastmaster does as a result of it. As a default (though hardly not the only option), a Rage Chart consists of the monster's attacks, expressed as a range on a d8, so that, for instance, a roll of 1-6 indicates one attack, while a roll of 7-8 indicates a different, more powerful attack. As an option, the GM may allow the Beastmaster to roll on the chart, perhaps giving him a modifier based on his level (such as a +1 for every 15 levels in the above example), or a percentage chance to choose the attack based on his Animal or Monster Lore skill. Those are, though, only options. The default method is simply to have the GM roll to randomly determine the attack, and it's target. To determine if a Rage attack hits it's target, use the Beastmaster's Brawling skill as the base 49
Geomancer
Examples: None Commonly found on: Mallora (FF5) The Geomancer is a unique aspect that draws its powers from the forces of nature itself. As a part of this, Geomancer have a link to nature far deeper than any other Ranger aspect. They are often raised to respect and protect Gaia, the nature goddess, and her children. As they grow stronger, they can call upon terrible tornados, maelstroms, earthquakes, and other phenomenon of natures wrath. They will go to any length to avenge wrongs done to nature even if it means their death. In that, they have little fear of death as they know they will then become one with nature and the cycle of life will continue without them.
Skills
Survival at 20% Animal Lore at 40% Geomancy at 40% Plant Lore at 30% One weapon skill at 40% 100 points for Others
Beaches/Water Effects Water Ball (Level 1) Moving his or her hands in intricate patterns, the Geomancer forms a large ball of water, which hurtles toward a single target, inflicting (2d6 + Willpower) x MDC points of water element damage and has a -20% chance to inflict the 'Toad' status condition. Water Ball has a range of R:4 E:1 V:0 Geyser (Level 2) With this power, the Geomancer causes a geyser of water to erupt beneath the victim, hurling him high into the air, only to crash down with violent force, dealing (4d6 + Magery) x MDC points of water damage. Geyser has a range of R:3 E:1 V:1. Tsunami (Level 3) A Geomancer using Tsunami summons a massive tidal wave, which slams into a large area with incredible force. A powerful water attack that inflicts (6d6 + Magery) x MDC points of water damage within a range of R:3 E:3 V:1.
Geomancy
This power allows a Geomancer to gain limited control over the very elements of nature. The exact effect depends on what form of terrain they are in contact with or are around him (if the GM wishes. For instance, if a Geomancer was riding a boat he might be able to use water powers). When the Geomancer wishes to use Geomancy, the player must roll a 1d6 to determine which effect will happen. Each form of terrain has three separate effects: a weak attack, a medium attack, and a powerful attack. As the Geomancer gains higher level, it will slowly become more power and can use more powerful attacks more frequently. All geomancers have the geomancy. This skill determines their ability to use their Geomancy powers. 50
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Ignore Terrain
Geomancers possess the unnatural and downright eerie ability to walk wherever it is that they wish, with no risk or danger to themselves. If hurled into a bed of lava, the Geomancer could simply walk across the surface as if it were a bed of grass. If strong enough, 53
Monster Trainer
Examples: None Commonly found on: Mallora (FF5) Often thought akin to the Beastmaster, the Monster Trainer differs from that aspect of the Ranger class in that he or she actually tames the monster or animal to his or her use. Monster Trainers often learn as they go, as no two monsters are exactly the same. Monster Trainers have extremely strong willpower, as they must to tame the animals and monsters they work with, and can sometimes focus their Willpower through their weapons, using them to freeze their foes in place and render them no longer a threat. The craft of the Monster Trainer often brings them far out into the wilderness, so they, like the Ranger, have a great understanding of nature.
Manipulate
By using the Manipulate ability, the Monster Trainer can use chi energy to inflict one of a variety of status conditions on a target. It is thought by many that these abilities were originally developed as a tool to allow Trainers to approach dangerous monsters that they wished to capture and train, without having to worry about being harmed. Even if this is true, though, many Trainers have found Manipulate to be a useful and versatile battle command in its own right. Initially, Monster Trainers can only release a few simple status effects with Manipulate, but as they learn more of their art their abilities grow. Despite being designed for use against wild beasts, these effects can be activated against any target of the Monster Trainer's choice. Unless otherwise mentioned, all status effects last for (1d6 + Will bonus) combat rounds. Sleep (Level 1) Range: R:2 E:1 V:0 Initiative Penalty: - 4 Has a [50 + (Lev/3) + (WP/2)]% chance to place the target to Sleep (as the status condition). Mute (Level 9) Range: R:2 E:1 V:0 Initiative Penalty: - 6 An ability designed mostly against monsters with innate spellcasting ability, this talent has a [50 + (Lev/3) + (WP/2)]%chance of causing a foe to be affected with the Mute status condition.
Skills
Animal Lore at 40% Animal Training at 50% Tracking at 30% One Weapon Skill at 40% 150 points for Others
Monster Training
All Monster Trainers follow the steps below in order to capture, train, and release monsters. The key to them is the use of the Skills Animal Training and Animal Lore, and only a Trainer may use them for this purpose. 1) Finding the Monster To locate a monster, an Animal Lore test is required. A failure indicates that no viable monsters were found. A success indicates that a GM-chosen monster was located. If it was a big success (skill roll was 10% of skill), then the player may choose one monster to locate. This searching process takes 2d10+5 minutes. Also, any monster found in combat can be
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Bard
The master entertainer, the Bard can be found in most places: the roadside tavern singing bawdy songs for the locals, the village square telling stories to the children, or in the throne rooms of kings and emperors, telling and singing the legends and tragedies of times and places long-gone. The Bard is capable of swaying the emotions and opinions of others through their words and songs, weaving tapestries of music and emotion that can enrapture even the hardest of hearts and change their attitudes to the bard's liking. However, the Bard is also quite powerful, capable of learning songs and melodies that can enhance the powers of others, or they can channel the powers of magic through their songs. Because of this the Bard is both a useful member of an adventuring party and wonderful companionship during the most trying of times.
Song Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Any Level
XP Level 4, 7 10, 13, 16 19, 22, 25 27, 30, 33 36, 39, 42 45, 48, 51 54, 57, 60 63, 66, 69 75, 78, 81, 85
Skills
Singing at 50% Musical Instrument (Choose one) at 40% One weapon skill at 40% 180 points for Others
Bard Songs
Through their near-magical powers, the songs of the Bard are capable of a wide variety of different effects ranging from putting monsters to sleep to calling dragons from Esperworld to blow their opponents to kingdom come. As he increases in level, the Bard slowly gains access to stronger songs along the way.
Whenever a song is performed, the Bard must pass a musical instrument or singing skill test, whichever the Bard prefers using. Because of the complex nature of the Bard songs, there is a (Song level x 10) difficulty modifier that is applied to all songs in addition to the already existing initiative penalties for many powers. Because of the nearmagical nature of Bard songs, any song used on an opponent must be modified also by the target's magical defense and songs inflicting damage are decreased by the target's magical armor rating. The reasoning for these drastic measures is that a Bard can easily start out with a high musical instrument rating (a 100% in either skill would only take 25 or 30 points from their extra skill points). As they gain experience levels, they can increase their singing or musical instrument skill(s) into the upper stratosphere. A Bard putting 10% into musical instruments every two levels could theoretically have a musical instrument skill of 200% by level 20 and 300% by level 40. All songs, unless noted differently, have a range of R:5 E:1 V:0. Also the musical instrument rolls should modified for the target's m. defense. First Level Songs The Arcane Ballad: This song raises a single ally's Magery by the Bard's Willpower/2 for 1d10 rounds. Chocobo Bop: A light hearted song known by most Bards from rural areas, the target of Chocobo Bop has a 50% + (Level/3) + (WP/2) chance of being inflicted with the Confusion status condition. Life Song: The Bard creates a soft green mist that restores (2d6 + Willpower) x MDC Hit Points. Lullaby: This soothing song, often told by mothers to their children, has a 50% + (Level/3) + (WP/2) to rock the target(s) to sleep. Song of Silence: Upon performance of a cord or note that cannot be heard, the intended target has a 50% + (Level/3) + (WP/2) chance of losing the ability to speak (silence status condition). Song of Strength: This song raises the target's Strength by the Bard's Willpower/2 for 1d10 rounds.
Each Bard upon creation (level 1) has access to whichever three level one songs they choose. As the Bard gains levels, they'll also have a chance to gain new songs of higher power. These new songs are gained using the below progression chart:
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Bard Aspects
Artist
Example: Relm (FF6) Commonly Found On: Aeolus (FF6) An Artist is one who has, through training or natural talent (or both), developed his artistic abilities to formidably high levels. He has also mastered a rather mysterious magic that enables him to bring his artwork to life. Artists combine their strong Willpower, their magic, and their artistic skills to form an aspect that is at once powerful, yet unassuming and generally overlooked.
Skills
Painting at 50% One Weapon Skill at 40% 210 points for Others
Artistry
The power of the Artist is the power of imagination. As the Artist increases in level, he will unlock new powers of awesome potential. With practice and dedication, the potential of the Artist is unlimited. Paint (Level 1) The most basic of the Artist's abilities, Paint allows the Artist to paint an object and make it real. There are several limitations on this ability, however. First, the object is temporary. Objects created during combat will last a number of rounds equal to the
-10%
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-200%
Any time a Portrait monster attacks, the Artist uses his Painting skill to hit. The Portrait monster also uses the Artist's DC and MDC, instead of the DC and MDC of the original monster. Also, it is important to note that the Artist may not paint a Portrait from memory; only creatures in the current battle may be duplicated with this power. Furthermore, Boss monsters may not be the subjects of Portrait. Using Portrait has a -6 initiative penalty. Perspective (Level 25) This bizarre talent allows the Artist to repaint reality to a small extent. By making a successful Painting skill roll, the Artist may choose to do one of the following things: inflict the Mini status condition on a single target with a (50 + Willpower - target's MDef)% CoS, cure the Mini status condition on a single target, or repaint someone larger than they normally are (granting a Strength bonus equal to the Artist's Willpower/2 but reducing Def by 5). In all cases, the effect lasts for 1d6 + Willpower bonus rounds. Artistic License (Level 40) Continuing to delve into the powers of art, the Artist eventually learns this singularly unusual ability. Artistic License allows the Artist to alter the form and appearance of a spell. This may be used to change a 59
Battle Dancer
Example: Dancer Class (FF5, FFTactics) Commonly Found on: Earth (FF5), Ivalice (FFTactics) The Battle Dancer is a strange sight on the battlefield. Dressed lightly and moving with a sensuous grace they seem out of place. Almost as if some wealthy, but naive, person had stumbled into the middle of a fierce engagement. Then they begin to move, performing the steps of mystic choreography that are their livelihood. Suddenly the enemy finds themselves entranced, the hypnotic movements seeming to drain their Strength and will to fight. Some even become hopelessly drawn to the Dancer and find that they are doing anything they can to protect them, even if that means turning on their friends and allies! Even monsters, magical beings and other inhuman creatures are not immune to their mystic charms. This aspect is closely linked to the Bard, as it uses a medium normally associated with art to create magical effects. It differs from the standard RFFRPG Dancer aspect, as that one is more akin to a Geomancer. The quasi-mystical abilities of the Battle Dancer, however, are just as unpredictable. They should not be underestimated however, as they can turn the tide of the battle. Also, there have been no known applications of the Dancer's powers that directly benefit allies (unlike the Bard). All "Dance" powers are meant to hinder and cripple the enemy. It should be noted here that while the majority of Battle Dancer's are female (and in some society's a male Dancer is a bit of a taboo) not all of them are. Still most you'll encounter will be female, and they prefer light weapons and armor to heavy arms (they have the same equipment restrictions as a Bard). Dancer's, however, are skilled in the use of special shawls and rolls of fabric within their costume as a weapon of last resort. For all intents and purposes treat these as Whips, except they progress by a d6 value and not a d8. They also require the special combat skill Ribbon to be used effectively.
Skills
Dancing at 50% Etiquette at 40% Ribbon at 40% 180 points for others
Flirt
The first power all Battle Dancer's learn is a the simple flirt. It is not really magical in nature, and involves the Dancer making them look both harmless and friendly towards the target. The dancer will
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Dances By Rank Failure! Failure is the result of imperfect Dancing skill. When Failure occurs the dancer MUST make a single attack against one enemy. This attack is with the Dancer's normal equipped weapon and can not be a weapon mastery (or any other class power is dual abilities are being used). This attack uses the Battle Dancer's Dance skill as the weapon skill and does damage equal to: Weapon Damage + Magery x MDC. Apply Magic Armor to lessen the damage. You cannot score a critical hit with a failure. Rank 1 Dances Sword Dance The Dancer performs a normal melee attack that does Weapon Damage + Magery x MDC damage with M.Armor applied to lessen the damage taken. The difference between this and Failure is that the Sword Dance CANNOT MISS. Not matter how high (or low) respective Attack% and Defense% stats are, Sword dance always strikes the intended target. Witch Hunt The user forces a single target to expend mystical energy. In essence the target blows magical energy on a single useless spell. The Battle Dancer rolls Dance Skill with a penalty equal to the target's M.Defense. If they succeed they force out (1d4 + MAG) x MDC MP from the target. M.Armor is NOT applied to this value. Slumber Waltz The user draws the stamina out of the target, causing him to fall asleep. The CoS of this action is Dance Skill - M.Defense and if successful the effect lasts for 1d4 + WP Bonus rounds. The effect of forcing an opponent to Sleep is the same as the spell of the same name.
Battle Dances
The primary ability of the Battle Dancer is the ability to channel mystical forces through their movements and meditation. This power is partly external (as magic) and partly internal (as chi or weapon arts). You can not percent the use of Battle Dance's by Silencing the Battle Dancer, however if they are effected by Don't Move or any other effect which limits their mobility they can not perform them. To perform a Dance the player merely chooses to do so. They then roll on the chart below, upgrading the chances of getting more powerful dances as they increase in level. Depending on the Dance Rank they come up with they will suffer from an Initiative penalty (from -2 for a Failure to -27 for a Rank 5 Dance). They player may choose to perform -anyDance of the same Level as they rolled on the chart. Note: At -anytime- a Battle Dancer may choose to roll as if there Level were lower then they're current Level. Thus a Level 40 Dancer may choose to roll as if they were Level 1, 10, 20, 30 or 40 anytime they use the Battle Dance ability.
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Note: If the user rolls 6, roll twice more. If one of these other rolls comes up six six roll twice more and so on. If the same status is rolled twice, the effect is not cumulative. (You can stop if you inflict all four Status ailments). Roll to inflict each one separately. Wazainubus This Dance creates blasts of magical energy that strikes out at all opponents. Any target with 20 hexes of the user who is currently hostile towards the character (this does not include opponents under the effect of Flirt) takes damage as if struck by Sword Dance, without the ability to evade the attack. Grand Ball In essence this Dance combines Power Polka and Mystery Waltz. When used the Dancer touches a victim and this causes them to be inflicted with a serge of magical energy that causes their DC and MDC to drop by 1d4-1 (i.e. 0-3). Roll once with Dance Skill M.Defense to see if both effects succeed and roll 1d4 once to see what both stats drop by. This effect lasts until the end of combat, the opponent gets at least 5 turns of rest and can not be cured by magical healing. Repeated uses of this Dance are not cumulative nor is it cumulative with Mystery Waltz or Power Polka. Rank 5 Dances Temptation Tango For all intents and purposes this is a mystically advanced version of Flirt. The dancer hypnotically Charms a single opponent. This effect will not work on any being whose Magery is lower than 1, nor effect any being that Flirt would not effect (GM's discretion). A roll of Dance Skill is needed but at a penalty equal to -twice- the targets M.Defense (2x normal). A Charmed being views the Dancer as their best friend. They will fight to defend the Dancer, attacking former allies and using cure spells and any other means at their disposal to help him. If the target is every attacked by the Dancer (or any person allied with the Dancer in the beings eyes) attacks the victim they are instantly freed of the effect (and are usually pissed). Additional uses of this effect on the same victim are at cumulative -10% penalties. This effect lasts for 1d4 + WP Bonus rounds r until cured by magical means.
Dancer
Example: Mog (FF6) Commonly found on: Mallora (FF5), Aeolus (FF6) The Dancer is one who has learned to master their body to perform dances and gyrations of great intricacy and elegance. They possess a power quite similar to that of the Geomancer, using their dances to cause reactions of nature both beneficial and destructive. While a Dancer's offensive power is weak, the dances they learn are quite potent. The Dancer may be physically weak, but they possess strong Willpower and high Agility.
Skills
Dancing at 50% Acrobatics at 40% One weapon skill at 40% 180 points for Others
Dance
Dancers learn their special powers by fighting in the correct terrain. They must have the Dance skill to use this power. They may begin with the dances of
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Grassland Dances (Wind Song) Sun Bath (Level 1): Glowing golden energy comes down on all the Dancer's allies, healing them for (2d6 + Willpower) x MDC HP each. Plasma (Level 2): Twin columns of glowing energy spin around the target (selected at random by die roll) and rise up into the sky, giving the target a nasty jolt in the process. The target suffers (4d6 + Willpower) x MDC damage, which counts as a Lightning elemental attack. Plasma has a range of 5 hexes. 64
Leaf Dance (Level 1): A whirlwind of blowing leaves come flying into the enemy, inflicting (2d6 + Agility) x MDC damage to one enemy within a range of 3. Counts as a Wind attack. Elf Fire (Level 2): A wreath of eerie blue flames fly around one enemy within a range of 6, doing (4d6 + Willpower) x MDC damage to it. Counts as a fire attack. Wild Bear (Level 3): A great bear with bluish fur appears in the middle of the battlefield, emitting a loud roar. This roar cures all status ailments that the party has suffered. A Tree Falls... (Level 4): Following the Dancer's lead, a mighty oak tree spins and leaps about in a wild dance. After a particularly graceful leap the tree lands on a random enemy of the Dancer, inflicting (8d6 + Agility) x MDC physical damage to the enemy. The enemy's Armor value is halved against this attack.
Mimic
Example: Gogo (FF6) Commonly found on: Mallora (FF5), Aeolus (FF6) Who is the Mimic? What is the Mimic? No one really knows. Members of this aspect are shrouded in mystery and concealment, perhaps even greater than that which surrounds the Thief or the Ninja. The Mimic, true to its' name, is capable of copying exactly what someone else has done. No one knows how the Mimic learns this skill, who invented it, or why. Nor does anyone know exactly why someone would train to learn how to copycat another, but whatever the answers to these questions, the Mimic can be a formidable force to be reckoned with, depending on how powerful the person is who he or she copies his or her attack from.
Skills
Acting at 50% One Language at 40% One Language at 30% One weapon skill at 40% 150 points for Others
Mimicry
This power allows the character to mimic other powers for a short period of time, and can only be used in conjunction with the Acting skill. It can be used in two ways. In battle, it can be used to mimic an attack or spells used by another character depending on whether or not they have the correct equipment (if the Mimic mimics a Sword Master performing a Sword Technique, he will need a sword to perform the attack). Mimicked spells have the benefit of not costing any MP to cast. In either case, the character may use the mimicked attack after the original attacker one initiative point behind them. (So if the Sword Master attacks at initiative 10, the Mimic can attack at initiative 9.) The second way mimicry can be used is to use mimic other class powers for a brief period of time. This requires the Mimic to watch the power be performed. Then, an Acting roll is made. This is modified by -5% per level the performer of the power is above the Mimic. If the Mimic is equal to or greater
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Thief
A master at misdirection and confusion, the Thief emerges from the shadows that give him shelter, prepared to steal what he wishes, or to strike with short sword and dagger against those who detect him. Thieves move with the grace and skill that is required to practice their art. To the Thief it is an art form to steal, both in the heat of battle and out of it, and it is an art they have mastered to perfection.
- Enemy's Defense) into turning around and viewing the object that the thief refers to for the duration of the next round or until attacked. This allows the Thief or her companions to do such things as backstab/blackjack or escape unnoticed. Steal Heart (Level 22) Range: R:3 E:1 V:0 Penalty: -6 The Thief, with her roguish air and charming manner, can attempt to charm members of the opposite sex. The Thief has a 30% + (Level/3) + (WP) chance to place the target under the effects of the charm status condition. GM's discretion applies if this skill can be used on certain monsters, such as giants or goblins, for example. Detect (Level 29) The Thief has a sixth sense for what they want, who has it, and how they're going to get it, as well as what may threaten them at the immediate moment. This takes her sense one step further. The Thief has a Stealth%/3 chance of either detecting AGI/5 number of random items on her target; detecting a trap; detecting a dangerous situation, such as an ambush; or detecting a secret passage within the Thief's vicinity. Catch (Level 36) Range: R:0 E:1 V:0 The Thief has become so adept at stealing that she no long has to directly try to capture from an opponent. Instead she can wait to steal Items from opponents as they attack her. When targeted with a short-range physical attack (opponent can be no more than 1 hex away) the Thief may attempt to steal from the attacking opponent. However, in order to do so the Thief must sacrifice their Defense for that attack, essentially leaving herself incapable of avoiding the attack. Note: Against NPC with weapons this can be used to steal the weapon (at the reduced Steal CoS) before they hit, thus stopping the attack. This can also be used to catch Thrown weapons and arrows (but not bows) at the rate of a normal Steal. Capture (Mug) (Level 43) Penalty: -8 The Thief can attempt to strike a blow with her weapon as she attempts to steal. Basically allows a character to Capture without a thief glove. This ability has a -8 initiative penalty, however, and using a Thief Glove erases this disadvantage, so high-level thieves can still use it if they're in a hurry. Note that this is not cumulative with Catch, unless the Thief is wearing a Thief Glove. 67
Skills
Climbing at 30% Trap Lore at 30% Stealth at 30% Lockpicking at 30% Pickpocket at 50% One weapon skill at 40% 100 points for Others
Sneak
They say the hand is quicker than the eye! The Thief always has a bag of tricks up her sleeve, ranging from stealing items from those aware of them to deceiving people to look the opposite direction so their victims are not aware of them at all! They can even use their roguish charm to manipulate others to do their bidding! Steal (Level 1) The Thief can use this ability to steal equipment and miscellaneous things from people who are actually aware of it. One-shot items, weapons, armor, accessories, and miscellaneous stuff can all be stolen with this technique. The Thief has a Pickpocket% Target's Defense (AGI + SPD + Level) to steal from her target. Steal Gold (Level 8) The Thief gains the ability to steal gold from her opponents. This works just like a normal Steal, except that (1d4x10) x Level of the victim's total GP on hand, is stolen. Standard modifiers apply. Keep in mind that this does not affect how much GP is earned at the end of the fight. What's That?!!!! (Level 15) Range: R:2 E:2 V:1 Penalty: -4 The Thief uses anything that she can use within her environment, such as a rock, flashing light, smoke, or whatnot to distract the opponents (CoS: > >Stealth%
Skills
Gambling at 50% Acting at 40% Pickpocket at 30% One weapon skill at 40% 150 points for Others
Gambler's Luck
Games of chance have always been the forte of the Gambler, but in the Final Fantasy RPG, this goes one step forward. A Gambler in this game can count on lady lucky to produce a wide variety of different effects depending on which way the dice (literally) fall. Gamblers must buy gambling tools to use their power. To use them, roll percentile dice and check the chart to see the effect. Any spell generated is cast at the level of the Gambler. Slot Machine (50 gp) Mega-Flare (1-6): Casts the Black Magic spell Flare on all enemies. Chocobop (7-25): Summons a pair of Chocobos that run in a straight line, mowing down all enemies and inflicting ([Level/10]d6 + Willpower) x MDC physical damage. H-bomb (26-40): A toy airship flies down on the enemies and drops a series of bombs on them, doing ([Level/8]d6 + Willpower) x MDC fire elemental damage. 7-Flush (41-69): A bunch of glowing cards come flying up from each enemy, doing ([Level/10]d6 + Willpower) x MDC light elemental damage to all enemies. Lagomorph (70-97): Heals ([Level/20]d6 + Willpower x MDC hit points for all allies. Call (98-99): A summoned monster is randomly summoned, but it is always a beneficial one to the Gambler. The GM should decide which summoned monster will be summoned by the Gambler by preparing a list of likely candidates before rolling. Joker Doom (100): Casts the Blue Magic spell Level 5 Doom on all combatants, ally and enemy.
Thief Aspects
Gambler
Example: Setzer (FF6) Commonly found on: Aeolus (FF6) The Gambler is the gamer, the big spender. He believes in placing objects or sums of great value on the line is hopes of winning even great prizes. When their bets pay off, they can bring the parties they accompany anything from access to previously inaccessible places to rare and potent items. But, just as they like to win big, they may also lose big. The Gambler's powers in battle are unpredictable, for their attacks, while potent, rely wholly on chance. Just as 68
Mystic Ninja
Example: Edge (FF4) Commonly found on: Earth (FF4), Mallora (FF5) The Mystic Ninja shares the abilities of both a mage and a Ninja. Like the Ninja, the Mystic Ninja is trained in the use of stealth and assassination, as well as spying and information gathering. But like the mage, the Mystic Ninja is trained in the use of magic. The Mystic Ninja combines both black and gray magic spells up to the sixth level of both, forming the ninja magic. The Mystic Ninja is the ultimate mixture of the Ninja tradition of the past and the magic of the present.
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Steal
Ninja Magic
Considered by many a mix between black and time magic, ninja magic mixes the offensiveness of black magic and the indirect effects of grey magic. You'll find ninja magic listed in Chapter Seven: Magic.
Throw
Through this power, a Mystic Ninja is capable of throwing almost any weapon for a heavy amount of damage (double the normal damage of the weapon). While being extremely effective, the weapon is destroyed following the throw due to the amount of force required for it. Only bows, crossbows, guns, whips, gloves, and claws cannot be used with this power. The below weapons are made specifically for use by character aspects with access to the Throw power. Throwing stars may be used regularly with the Throwing Weapon skill, but Skeans can only be activated with use of the Throw power. If the hex map rules are being used, all throwing stars have a range of R:5 E:1 V:0. The Skeans however have a range of R:4 E:3 V:0. Each purchase of a Shuriken comes with ten throws and Skeans comes with five throws. So the cost of 20 Tack Stars would be 5000 GP (20/10 = 2. 2 x 2500 = 5000). Magic Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Any Level
Spell Progression
XP Level 3, 7, 11 13, 17, 21 23, 27, 31 33, 37, 41 43, 47, 51 53, 57, 61 66, 71, 76, 81
Starting HP: 10, Starting MP: 4 Level Up: +1d8 HP, +1d6 MP
Ninja
Example: Shadow (FF6) Commonly found on: All worlds The Ninja is a Thief who is trained in the art of assassination and information gathering. Whereas the Thief may have had no choice but to become a Thief due to circumstance, the Ninja is trained and often raised in the Ninja tradition and learns their craft by choice. Like the Thief, the Ninja is trained in the arts of stealth and secrecy, and in some cases their training enables them to surpass the stock Thief in terms of stealth. All Ninjas are also trained to use two weapons in battle, adding an extra punch to their attacks that their friends lack. In addition, Ninjas are trained in the use of throwing specialized weapons, such as their famed shuriken. These weapons are small, but their damage potential is fearsome and thus should not be ignored. Never take your eyes from a Ninja, or their katana coming towards your heart may be the last thing you ever see.
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Two Swords
The training of a Ninja includes the use of two different weapons (one in each hand) and this ability reflects it. It essentially allows players to use a weapon in their off-hand without requiring the Two-Weapons skill. Any weapon that can be normally used with one hand (exceptions being polearms and rifles) can be used by the Ninja.
Steal
Like the Thief, the Ninja is trained in the arts of stealing. However, the Ninja is nowhere near as good at that art. All Ninjas have the equivalent of the first level Steal power: they may take equipment (including armor, one-shot items, and accessories) and miscellaneous objects from anyone, even if that person is watching and aware of what the Ninja is attempting. Use of this skill requires the Ninja to successfully roll against one-half of their normal Pickpocket skill. The Ninja may never learn any of the more advanced Steal powers of the Thief.
Throw
Through this power, a Ninja is capable of throwing almost any weapon for a heavy amount of damage (double the normal damage of the weapon). The drawback is the weapon is destroyed following the throw due to the amount of force required for it. Only bows, crossbows, guns, whips, gloves, and claws cannot be used with this power. Ninja may also use the Throw-specific weapons (Skeans and Ninja Stars) as the Mystic Ninja. Starting HP: 10 Level Up: +1d8 HP
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Engineer
Engineers are the mechanics, the technicians who keep everything running smoothly. It is all well and good for a General to lead his or her troops forth to defend his home castle, but without the Engineer that castle wouldn't even exist in the first place. Engineers are blessed with a tremendous natural aptitude with machinery and technology that enables them to make fantastic modifications to standard equipment. To illustrate by example: a Dark Knight walks into an Engineer's sanctum wielding a regular sword. With an Engineer's help (and a few days' patience), that Dark Knight could walk out wearing highly charged and tempered titanium blade. Therein lies the true power of the Engineer. They can take that which is ordinary and, as if by magic, make it extraordinary. Some inventions are considered common today, such as the airship, some of the special weapons, even a castle that can burrow beneath the desert sands. The toil and sweat of the Engineer created all of these and more. An Engineer usually starts as a bright and talented child. Once it is seen that the child has the potential to be an Engineer, he or she spends years in training, learning the uses and knowledge of their craft. Those that endure the training become full-fledged Engineers. Engineers often find themselves in high demand by kings and other potentates, who value their services and discipline. There usually is no shortage of work for a Engineer, and some Engineers have risen quite high in royal favor, while others take to adventuring. Any party can benefit from having an Engineer amongst them.
Peep
Allows the character, after a turn of concentration, to automatically analyze the strengths, weaknesses and statistics of anything. This is not restricted to monsters. Other characters, household pets, machines, even rocks and trees can be peeped. Starting HP: 10 Level Up: +1d8 HP
Engineer Aspects
Chemist
Examples: FF5 Chemist Job Commonly found on: Any World The Chemist aspect differs from other Engineers in that they focus on alchemy, chemistry, and the functions of life rather than how to better create machines - either weapons or otherwise. The Chemist's main talent is their ability to combine different potions or ingredients to get different effects ranging from increasing the chemist's temporarily to blowing themselves up with a failed mix. Chemists may use guns, as do all Engineers, but may not use any inventions. They also gain a skill affinity for scholastic skills rather than crafting skills.
Skills
Alchemy at 50% Animal Lore at 30% Monster Lore at 40% One weapon skill at 40% 100 points for other skills
Skills
Invent at 40%Repair at 50% One weapon skill at 40% 180 Points for Others
Mixing
The main talent of the Chemist is their ability to mix different potions and ingredients to achieve a totally different effect. The different effects are kept on a separate page like the invention rules so to keep them from cluttering up everything. The effects of mixing are included in part three of Appendix II: The Engineer's Manual.
Invention
All Engineers have the ability to create wonders of mechanical genius. Laser blasters, teleport devices, barrier shields, robots, airships, and everything else in between. All the invention rules are located in Appendix II: The Engineer's Manual. It includes the invention rules, vehicle construction system, and the chemist mixtures.
Potion Throw
For those games that use the hex map combat rules, the Chemist is capable of throwing any potion (including mixes) at a range of R:5.
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Black Mage
Perhaps no more feared wizard exists than the Black Mage, for they have mastered the offensive powers of magic. Lightning, ice, fire, poison, and more obey their demands and do their bidding. The Black Mage has learned such deadly skills through a lifetime of training and discipline, starting almost as soon as it is determined that they have the potential to be Black Mages. There are some that possess tremendous natural aptitude for the sorcerous arts of black magic, and these possess the title of 'Black Adept'. Most others must learn through sheer training and discipline. This is worth it though, for when it is complete the Black Mage emerges as a master of offensive magic and an entity to be both feared and respected by friend and foe alike.
White Mage
The priest, the physician, the country doctor, all of these are manifestations of the White Mage, whose powers in healing and defensive magic spells are held in reverence by most. The White Mage is the primary healer of wounds, and the one whom people look for when they are injured. White Mages are even known to be able to bring the dead back to life, thus is their mastery of healing. Much like the training for their counterpart (the Black Mage), the training of a White Mage begins early and lasts their entire childhood. When they have finished their training and become full White Mages, they will find that their services are highly in demand almost everywhere, thus they need never fear unemployment or boredom. White Mages are also renowned for their gentle bedside manner.
Skills
Black Magic Lore at 50% One weapon skill at 30% 210 points for Others
Skills
Magic Lore at 50% Healing at 40% One weapon skill at 30% 180 points for Others
Starting HP: 10, Starting MP: 10 Level Up: +1d6 HP, +1d10 MP
Starting HP: 10, Starting MP: 10 Level Up: +1d6 HP, +1d10 MP
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Healer
Example: Banon (FF6); Medicine Man (FF5j) Commonly found on: Mallora (FF5), Aeolus (FF6) Although technically not a magician, the Healer has a unique access to powers that allow them to heal themselves or their allies far beyond the abilities of normal people or even White Mages. The Healer has chosen to focus entirely on healing, whereas the White Mage uses magic that is far more diverse. Because of this specialization, the Healer serves as both assistant and supplement to the White Mage, a nurse to the doctor one might say. Also, Healers often go out into the rural, isolated areas where there are fewer or no White Mages to aid the people. Thus, the Healer is sometimes the local doctor to people on the frontier. Due to their traveling, the Healer has an extensive knowledge of alchemy, the art of combining substances to make a substance greater than the sum of its' parts. They use this to make potions that hold twice the effectiveness of normal potions. At the same time, since they lack the use of white magic and are more subject to the perils of the road, the Healer has some knowledge of how to defend themselves from attack by both beast and mugger alike.
Restore (Level 1) Range: R:4 E:2 V:0 Penalty: -2 A sprinkling of shiny blue stars restores (3d6 + Willpower) x MDC HP. Purge (Level 8) Range: R:4 E:2 V:0 Penalty: -4 Balls of purple and gold energy fly around all allies, purging their systems of all toxins and diseases (the Poison and Disease status conditions). Restore 2 (Level 15) Range: R:4 E:3 V:1 Penalty: -6 A wave of larger blue stars surround the allies and restore (5d6 + Willpower) x MDC HP. Charge (Level 22) Range: R:4 E:2 V:0 Penalty: -8 Columns of green energy fly out of the ground beneath the allies, returning (1d6 + Willpower) x MDC MP to all allies. Revive (Level 29) Range: R:4 E:1 V:0 Penalty: -10 Rays of golden light surround the ally and restore life to any fallen comrade. Each are revived with 10% of their maximum HP. Revivify (Level 36) Range: R:4 E:1 V:0 Penalty: -12 Multi-colored stars surround the ally and any who are Zombies will be restored to life with 10% HP. Restore 3 (Level 43) Range: R:4 E:3 V:0 Penalty: -14 Sparkling blue stars surround the allies and restore (7d6 + Willpower) x MDC HP to all. Remedy (Level 50) Range: R:4 E:1 V:1 Penalty: -16 Multi-colored beams soar throughout the allies, removing all negative Status conditions except Imp and Zombie.
Skills
Magic Lore at 40% Healing at 50% Alchemy at 30% One weapon skill at 40% 140 points for Others
Health
Healers get their name from their unique abilities that will perform a number of healing effects when used in battle. These abilities have the power to restore HP, cure negative Status conditions, and even to restore life to fallen comrades. Each power takes time to activate, and some cost the Healer strength in order to perform. The regular penalty is an initiative penalty just like for Fighter powers; 2 x (Power Level) subtracted from Initiative for that round; negative Initiative means that the Power won't be executed until the next round AFTER the negative Initiative is subtracted from the next round's Initiative. In theory, this could extend some powers into 3 or even 4 round waits to an action. Any special penalties are mentioned with the appropriate power.
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Spell Progression
Magic Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Any Level XP Level 1, 4, 7 9, 12, 15 17, 20, 23 25, 28, 31 33, 36, 39 41, 44, 47 49, 52, 55 57, 60, 63 67, 71, 75, 79, 83
Starting HP: 10, Staring MP: 8 Level Up: +1d8 HP, +1d8 MP
Magitek Knight
Example: Celes (FF6) Commonly found on: Aeolus (FF6) Where the ancient arts of sorcery meet the modern techniques of science the Magitek Knight stands. This unique warrior is infused with the powers of the Espers through the new science of Magiteknology, and thus gains the ability to use up to sixth-level red magic. They are also trained and capable warriors with the interesting ability to absorb magic used against them and channel it into a more productive use. Although the first experiment with magiteknology on human genetics failed miserably and produced a magitek nightmare named Kefka, the process has been perfected now according to scientists, and thus should be perfectly safe.... They think. There is still a margin of error. As with all science, there is never a 100% guarantee. Also, the knowledge that they are using technology based on the stolen essences of other sentient beings has been known to have an adverse effect on the morals and ethics of some Magitek Knights.
Red Mage
Red Mages are believers in balance, as they must be to practice their unique magic. The Red Mage blends the offensive magic spells of the Black Mage with the defensive magic spells of the White Mage, to form red magic. Red magic is both powerful and versatile, a smooth blend of offense and defense that is truly amazing to behold. In addition, Red Mages are knowledgeable in the arts of fighting to some extent, so they can physically hold their own. Their major disadvantage is that because they blend both black and white magic spells, they cannot learn the highest level spells of either. Depending on your viewpoint this could be a blessing or a curse, for it provides the balance: power sacrificed for versatility.
Skills
Red Magic Lore at 50% One weapon skill at 40% 210 points for Others
Skills
Red Magic Lore at 40% Strategy at 50% One weapon skill at 40% 180 points for Others
Red Magic
Red magic is unique among magic as it blends as aspects of both black and white magic and none are better at red magic than those that developed it - the Red Mages. Red Mages have access to level 8 magic.
Runic
By using their weapon as a form of magical lighting rod, Magitek Knights have the unique ability
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Sage
Example: Tellah (FF4) Commonly found on: Any World The Sage is the repository of the wisdom of the ages, the ultimate definition of the scholar. There are no schools of Sagecraft, no apprenticeships, no academies. To be a Sage, you must be born with the gift. Otherwise, no matter how smart you are, you cannot be a sage. Sages exceed the stock Red Mage in sheer power, for theirs is the ability to master both black and white magic spells up to the tenth level. This makes the Sage truly a formidable opponent, even though their physical fighting skills are rather poor. Unlike other Red Mages, the Sage uses the Black Mage's DC progression (+1 DC every 10 levels) and has their weapon and armor restrictions. Their MDC progression remains the same.
Skills
White Magic Lore at 40% Black Magic Lore at 40% Alchemy at 20% History at 30% Ancient Languages at 40% One weapon skill at 30% 100 points for Others
White/Black Magic
Sages are among the most powerful type of magician available in the FFRPG as they can cast spells from white and black magic (rather than purely red magic) up to 10th level. However, they must also have both white and black magic lore in order to cover the differences between both forms of magic. Also, their spell progression covers both black and white magic. They do not gain extra spells to cover both types of magic. In order to gain more spells than they can gain innately, they'll have to hunt for their magic.
Red Magic
Being an aspect of the Red Mage, Magitek Knights also have access to red magic. Their spellcasting abilities are not as formidable or versatile as the pure Red Mage, but they are nothing to sneer at. Magitek Knights can access up to level 6 magic.
Spell Progression
Magic Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Any Level XP Level 3, 7, 11 13, 17, 21 23, 27, 31 33, 37, 41 43, 47, 51 53, 57, 61 66, 71, 76, 81
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Visual Lore
Blue Mages sometimes find it difficult to learn new magic spells and practice their trade. Some spells are difficult, if not impossible to learn, or become the target of, by normal means (e.g.: Pearl Wind, Big Guard) or being the target of such a spell could mean the Blue Mage's doom (e.g.: Roulette). However, many advanced Blue Mages tend to become so adept at learning Blue Magic that they can learn some spells just by seeing it cast. The Blue Mage has a 30% + (Level/3) + (WP) - (MP cost of spell being learned/3) of learning a Blue Magic spell via sight. Starting HP: 10, Starting MP: 8 Level Up: +1d8 HP, +1d8 MP
Starting HP: 10, Starting MP: 10 Level Up: +1d6 HP, +1d10 MP
Blue Mage
The Blue Mage is often considered the magical equivalent of the Beastmaster. Like the Beastmaster, the Blue Mage learns the attacks and powers of the beasts and monsters he or she encounters. However, the learning process is entirely different. While the Beastmaster spends anywhere from days to weeks in the wild training with the beast or monster, the Blue Mage learns the monster's power by actually being struck with the power in question! This is a risky and dangerous maneuver, but vital to the Blue Mage's craft. Like all mages, the Blue Mage's training begins early and lasts for all of their childhood. The Blue Mage usually must have high endurance, to withstand the attacks of monsters so, and a high intelligence to be able to learn the attacks of monsters so quickly after having been struck by them. They may be considered a tad eccentric by some, but no one should ever underestimate someone who ventures into the face of possible death simply as part of their job description.
Cosmic Mage
The Cosmic Mage is unique among mages, sharing something in common with the Red Mage. For the Cosmic Mage is the master of gray magic, a mysterious magic that falls between black and white magic spells. That is where the similarity ends however. The gray magic that the Cosmic Mage wields is not a blending of black and white magic like the magic of the Red Mage. Instead, it is based on indirect effects and the powers of time and space. This is what makes the Cosmic Mage so potent. They can freeze an opponent in their tracks, or rain flaming meteors down upon them. They can open gates in time and space, or banish someone into oblivion. This makes them both powerful, and versatile, capable of defeating their opponent in a number of ways. Like all mages, the training for a Cosmic Mage begins early and lasts their entire childhood. In addition, since their magic is to a great extent based upon the cosmos, cosmic mages are taught the arts of astronomy, to further aid them in their chosen profession and to give them the benefit of truly understanding the nature of the cosmos. Also, it is more fun to watch the stars on a moonlit night and understand what constellations they form, how they move and why. Some may regard them as being a bit too touched by the moonlight, but they are formidable nonetheless.
Skills
Blue Magic Lore at 50% Monster Lore at 40%Animal Lore at 40% One weapon skill at 40%140 points for Others
Blue Magic
Blue Mages are, obviously, the masters of learning and casting blue magic. Like other magicians, you'll find more information about blue magic in Chapter Seven: Magic. All Blue Mages begin the game with two blue magic spells, and may never learn more than their Magery attribute.
Skills
Grey Magic Lore at 50% Astronomy at 40% One weapon skill at 30% One lore skill at 40% 140 points for Others
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Skills
Summon Magic Lore at 50% Animal Lore at 40% One weapon skill at 30%180 points for Others
Summon Magic
The Caller has the nearly unique ability to summon powerful creatures from the other world to serve and assist him. These beings are powers in their own right, and consider themselves partners and equals of the Caller; as a result the Caller must often prove himself to these beings before gaining their service and support. At character creation the Caller already has two weak summon spells available to him. Any others must be gained through play. At no time may the Caller have more summoned monsters in his service than his Willpower attribute; however, the Caller may choose to dismiss one or more of these entities at any time. If this is done, it is nearly impossible to regain their assistance at a later date. Callers should consider this, and not dismiss their allies lightly. Starting HP: 10, Starting MP: 10 Level Up: +1d6 HP, +1d10 MP
Spell Progression
Magic Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Any Level XP Level 1, 4, 7 9, 12, 15 17, 20, 23 25, 28, 31 33, 36, 39 41, 44, 47 49, 52, 55 57, 60, 63 65, 68, 71 73, 76, 79 83, 87, 91, 95, 99
Starting HP: 10, Starting MP: 10 Level Up: +1d6 HP, +1d10 MP
Caller
The Caller is one of a rare breed of wizards. Unlike the Black Mage, their powers are not solely offensive. At the same time, they are not as purely defensive as the White Mage's. They do not necessarily blend powers, as does the Red Mage, learn from example like the Blue Mage, or study the stars like the Cosmic Mage. Instead, the Caller uses an ancient and potent magic to summon beings from another plane of existence to work on the Caller's behalf. These beings are referred to as "summoned monsters" by some and "Espers" by others, and they lend their services to the Caller. Usually the Caller must earn the trust of a monster or Esper before it will let him or her summon it. Also, the Caller must choose an affinity. The Caller will do best with monsters or Espers of that affinity, but can still summon others, though they will usually be reluctant to come to the aid of someone of a different affinity, especially an opposing one (light and dark for example). However, despite that minor obstacle, Callers are truly powerful due to the beings they summon and also their fair degree of fighting skills
Caller Aspects
Black Caller
The Black Caller is one who has chosen to diversify their powers by branching out into black magic. Because of the extra training and time involved to learn both black magic and calling, the powers of the Black Caller are neither as strong as the Black Mage's nor as strong as the full Caller's. However, it can be faster to throw a black magic spell in combat than to summon a monster or Esper, so it does have that advantage. Black Callers can learn up to sixth level black magic.
Skills
Summon Magic Lore at 50% Black Magic Lore at 50% Animal Lore at 40% One weapon skill at 30% 130 points for Others
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Skills
Red Magic Lore at 50% Summon Magic Lore at 50% Animal Lore at 40% One weapon skill at 30% 130 points for Others
Summon Magic
Like the Caller, the Red Caller is able to summon powerful creatures from the other worlds to serve and assist him.; furthermore, he has one weak summon monster already in his service (GMs choice). However, the lack of focus in the Red Caller's training has hindered his abilities. As a result, Red Callers may only gain the services a number of summoned monsters equal to 1/2 of his Magery. Furthermore, Red Callers may have difficulty winning the trust and acceptance of some summoned monsters, as they will see his dependence on red magic as a handicap.
Black Magic
The Black Caller's lesser skill with summon spells is made up for by his skill with black magic. Although not as powerful as a Black Mage, the Black Caller's powers are nothing to disregard. Black Callers may learn up to sixth level black magic.
Spell Progression
Magic Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Any Level XP Level 3, 7, 11 13, 17, 21 23, 27, 31 33, 37, 41 43, 47, 51 53, 57, 61 66, 71, 76, 81
Starting HP: 10, Starting MP: 10 Level Up: +1d6 HP, +1d10 MP
Red Caller
The Red Caller, like the Black and White Callers, believes in diversity. They have chosen to branch out into the use of red magic, in addition to calling. Unfortunately, this means that their powers are the weakest. Even though they can learn up to sixth level red magic spells, their summoning skills are weaker than any other Caller aspect. Still, they are arguably the most versatile of all Callers, which can be a benefit in its own right.
Starting HP: 10, Starting MP: 10 Level Up: +1d8 HP, +1d8 MP
White Caller
The White Caller has taken the same principal that motivates the Black Caller and applied it to white magic. The White Caller receives has some of the same advantages possessed by the Black Caller, namely that they can use their magic to heal or defend in the time that it takes a full Caller to summon a monster or Esper. They also take the same
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Skills
White Magic Lore at 50% Summon Magic Lore at 50% Animal Lore at 40% One weapon skill at 30% 130 points for Others
Summon Magic
Like the Caller, the White Caller is able to summon powerful creatures from the other worlds to serve and assist him.; furthermore, he has one weak summon monster already in his service (GMs choice). However, the lack of focus in the White Caller's training has hindered his abilities. As a result, White Callers may only gain the services a number of summoned monsters equal to 2/3 of his Magery. Furthermore, White Callers may have difficulty winning the trust and acceptance of some summoned monsters, as they will see his dependence on white magic as a handicap.
White Magic
The White Caller's lesser skill with summon magic is made up for by his skill with white magic. Although their healing and defensive magic is not as powerful as a White Mage's, the White Caller's powers are nothing to disregard. White Callers may learn up to sixth level white magic.
Spell Progression
Magic Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Any Level XP Level 3, 7, 11 13, 17, 21 23, 27, 31 33, 37, 41 43, 47, 51 53, 57, 61 66, 71, 76, 81
Starting HP: 10, Starting MP: 10 Level Up: +1d6 HP, +1d10MP
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S K I L L S
Skills cover a wide array of different abilities and talents that a character has pick up, learned, or studied during their life and adventuring career. They represent abilities that are common to all character classes such as mastery over a certain type of weapon or the ability to climb up a tree. For adventurers such as any character in the Final Fantasy RPG, having a certain skill can be the only thing that stands between life and death in many situations. In the Final Fantasy RPG, all skills have a rating based on a percentage from 20% (newbie) to 200% (Legendary). When in an important situation where there is a chance to succeed or fail, the player must roll percentile dice (two 10-sided dice together, one being the first digit and the other being the second). If the character can roll under the character's skill rating, if not modified by the difficulty of the task, they succeed. If you roll under the rating, you do it, roll over the rating and you screw up. Example: Jean is climbing up a large mountain. He has the climbing skill at a rating of 65% and it's slippery due to some rain. The GM decides to tick off Jean's player by enforcing a -10% difficulty rating. If Jean's player rolls under 55%, then he makes it with no trouble. If he rolled over 55%, there may be some trouble as Jean may have slipped and fell off the mountain. Some skills fall into more than one category. For example, Swimming falls into both Physical and Outdoors categories. When this happens, in order to determine cost, use the cheapest listing. Thus, Rangers pay the half the normal amount of skill points to upgrade Swimming, even though it is also a Physical skill. Skills can be increased beyond 100%, but to do that, you must spend twice the normal amount to increase the skill. This is cumulative with any other multiples. For example, a fighter bringing his Bows skill from 100% to 110% must pay 10 points. Skill Level 1-20 21-45 46-65 66-98 99-150 151-200 201+ Ability Just learning Novice Average Excellent Master Grand master Legendary
Since skills can be increased to as high as 200%, any skill level above 100% is just for the sake of offsetting penalties. Weapon skills are the exception given that some opponents may have extremely high defense ratings that would bring even a lofty skill rating of 200% to a more acceptable value.
Skill Contests
A skill contest occurs when two characters attempt to use the same (or conflicting) skills against each other. Example: Sally Salamander, a Black Mage with both cooking and alchemy, decides that the corrupt king deserves death. She intends to feed him an incendiary potion (Fire1 In A Can), speak the command word, and strike a blow for justice. Sally makes a Cooking Skill roll and successfully chooses a vintage that she will introduce the lethal mixture as. Doma '46 matches the fireflower red color of the wine exactly, or so she thinks (correctly, having rolled 17 on her 45% skill), and would be a logical choice for the king's table. The cook, being quite the Cooking master (150% skill), looks at this purported bottle of Doma '46. He is ashamed that the lousy wine tester would dare pass such an obvious knockoff of a prestigious brand at his table (scored 68% on his skill check). He knows that Sally is lying about the nature of the beverage. The royal alchemist, given this information, might have to roll to beat Sally's alchemist skill to successfully detect the swap. Here are the rules for skill contests: #1: A skill contest is called for whenever 2 characters are using the same skill for directly opposite ends. For example, attempting to sway a crowd with Leadership, wow another Scholar with half-true Magic Lore, etc. #2: Both characters (with or without knowing of the other's intention) roll their skills. Whoever wins by more relative to their skill value wins the contest. For example, rolling a 26 out of 40 wins vs. a 22 out of 30. #3: A botch will automatically lose the contest (The Moon is (roll of 99%) made of rutabagas!). Similarly, a critical success automatically wins (Well, actually, I spent a year bottling Doma '46, and that quite frankly is not the genuine article). #3.5: Failure automatically fails the contest. If Sally had rolled 94% and said that the potion matched Figaro '38, which any Cook could see it
Skill Difficulty
It's harder to climb a mountain in a snow storm than it is to climb one in pleasant weather. To incorporate this into the Final fantasy RPG, these are the recommended modifiers for difficult actions.
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Weapon Skills
Weapon skills govern the use of the many weapons available in the Returner Final Fantasy RPG- be it a wooden sword or gravblaster. Each separate skill is required in order to use a weapon. In order to use a Mithril Blade (sword) you'll have to have the Sword skill. Fighters may buy weapons at half the normal cost (with exception of the gun skill). All weapon skills default to Agility. Axes Axes, Scythes
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Non-Weapon Skills
These skills cover everything from survival in the wilderness to domestic chores. All skills are dependent on a stat for their default; the appropriate stat is listed in parentheses next to the skill name.
Weapon Restrictions
As a character learns the ways and procedure of their chosen class, they are also trained in the use of weapons. The teachers of certain classes and aspects, however, elect not to teach the mastery of all weapons to their students because of the amount of time that it would deter from their chosen studies. A good example of this is magicians. Most magicians spend more time with their noses in a book than donning armor and sparring with polearms. To account for this lack of training, each class is restricted from certain weapons. The below list includes all the weapons that they may use. If the character tries to learn a weapon skill that they are normally not allowed, the price is doubled (accumulative with other skill penalties for their class).
Physical
These skills involve physical dexterity or strength. Unless otherwise noted, all skills cost standard for all character classes and aspects. Acrobatics (AGI) Character can make normal acrobatic moves, and can make a skill check to do extraordinary feats such as aerial cartwheels or somersaults. Result of failure is based on the GM's whim.
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Combat
These skills directly or indirectly effect the outcome of battles, skirmishes, duels or melees. Fighters and Rangers learn these skills at 1/2 cost while White Mage, Black Mages, Cosmic Mages, and Callers must pay double. Disarm (AGI) Make a skill check with a penalty equal to the target's Defense after successfully striking a target, but before rolling damage. If the skill check is passed, the target's weapon is knocked 1d10 feet (or 1d3 hexes if hex map combat is being used) in a random direction. Roll the appropriate die and consult the following charts to determine what that direction is. Regular Combat 1. Behind the target. 2. Behind the target, to the character's right. 3. To the character's right. 4. Behind the character, to the character's right. 5. Behind the character. 6. Behind the character, to the character's left. 7. To the character's left. 8. Behind the target, to the character's left. Hex Map Combat 1. Behind the target. 2. Behind the target, to the character's right. 3. Behind the character, to the character's right. 4. Behind the character. 5. Behind the character, to the character's left.
Scholastic
These skills are learned largely through study, occasionally by a teacher, sometimes in a university, or occasionally through self-study. Fighters must pay double to learn these skills, while Black Mages, White Mages, Blue Mages, Cosmic Mages, Red Mages and Callers learn them at 1/2 cost. Alchemy (MAG) Through the magic of advanced chemistry, the character can craft a potions and items as listed in Chapter Five: Equipment under Potions & Items. On other failures the potion is a poisonous brew, but the alchemist realizes the mistake. On a Botch, the potion or item has a totally different effect, determined by the GM, but the character has no idea of this or what it could be. The alchemist is unaware of the mistake in a Botch. More advanced rules for the alchemy process can be found later in this chapter under The Magic of Alchemy. Ancient Languages (MAG) Must Specific language. The character can read, write, and speak an ancient language with a certain amount of fluency. 1%-25% = Children's level 26%-50% = Adult level 51%-75% = Scholar level 76%-95% = Mastery of the language; skilled poet, playwright. 96%+ = Can analyze all aspects of the language, knows all dialects and is a reservoir of vocabulary. Magic Lore (MAG) The character must specify what kind of magic he is learned in; Red, Black, White, Caller, Blue, Cosmic, or Ninja. This skill, while not granting extra spellcasting abilities, does grant knowledge in the way things work. A character journeying to the Land of Summoned Monsters, with Caller Magic Lore, would be able to identify which monsters respond to which summons. Determining knowledge of a type of magic different from specialty: -25%
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Social
These skills focus on interaction with others. Bards learn them at 1/2 cost, while Rangers must pay double. Acting (WP) This skill allows a character to act in productions. On a skill check, and actor can `BS' his/her way through a situation, or portray himself as someone different (often used in conjunction with Disguise). While dice rolls are included here, it is in general better to role-play this skill. In a performance of a play, a skill check allows a performer to influence NPC reactions. Friendly audience: +10% Hostile audience: -10% Distracted audience (watching another performance): -30% Impossible audience (engaged in combat): -100% Dancing (AGI) Character is a capable dancer, knowing the steps to most common dances. A skill check allows a performer to influence NPC reactions. Dancing defaults to Agility. Friendly audience: +10% Hostile audience: -10% Distracted audience (watching another performance): -30% Impossible audience (engaged in combat): -100% Etiquette (WP) Allows a character to know the proper formalities in occasions. Use for role-playing purposes in general, but when done abstractly, a skill role allows a character to not offend. This skill can be shared if a leadership check is made. Home country: +20% Different dimension: -20%
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Wilderness
These are practical application skills, involving the outdoors. Given the rigors that are associated with traveling and adventuring, knowledge of how best to co-exist with nature is always a bonus. Rangers learn them at 1/2 cost. Animal Handling (WP) Can exert greater than average control over animals and monsters of animal intelligence. A check would be necessary in attempts to calm down an angry animal with difficulty modifiers required for animals or monsters known for having bad tempters (such as bulls) or to get the animal to accept the character. Primate: +20% Domestic animal: +10% Wild or stubborn mammal: Standard check Wild or stubborn bird: -10% Wild reptile: -20% Fish: -30% Insect: -50% Animal Riding, Land (AGI) Specific to animal. Through this skill, a character can ride animals such as Chocobos under normal conditions. Make a skill check to stay mounted in adverse conditions. Wielding two-handed weapon: -20% Vaulting into saddle: -10% Mount and ride in one turn: -15% (Includes Vaulting into saddle) Pick something up off ground while riding: -20% Riding bareback: -5% Standing in the saddle: -10% Standing on mount's back: -20% Ride during storm: -20% Ride during earthquake: -15% (Includes calming the animal) Ride through a hurricane: -100% Animal Riding, Air (AGI) Specific to animal. Through this skill, a character can ride rare animals capable of riding flying animals and monsters such as Black Chocobos or dragons. Make a skill check to stay mounted in adverse conditions. 90
Thievery
These skills involve stealth, secrecy, and dishonest action. Thieves learn them at 1/2 cost, while all others must pay double. Climbing (STR) Can climb surfaces on successful skill check. No progress is made on a failure, and a fall occurs on a Botch. Ladder: Automatic Success Rope: +20% Rocky cliff: +10% Surface is wet: -15% Brick Wall: -20% Sheer wall, few cracks: -30% During rainstorm: -10% (in addition to Surface is wet) During snowstorm: -20% (in addition to Surface is wet) Glass: -50% Concealment (MAG) Can hide objects large and small on the character's body or clothing. Considering that many cultures look down on people that have weapons in clear view as well as view them with suspicion, thieves have long learned to hide that which is not
General
General skills encompass a number of different skills that any adventurer might pick up during their adventuring career. Any character may learn these skills at normal cost. Awareness (MAG) Character can sense danger/pilfering on a successful skill check. (Cannot be victim of surprise of thievery.) The skill may also be used as a general perception skill to notice certain things around you that seem out of place or counter any kind of ambush/surprise attack by hiding monsters. Carpentry (MAG) Through this skill, the character is capable of constructing buildings. A skill check is required for unique designs, or to rush the job. This can be used with leadership if a skill check in both skills is made. The difficulty of the skill check is dependent on the quality of the work materials and the complexity of the building. Easy to make (shed): +10% Normal (small house): normal check Hard (large house, barn): -10% Difficult (church, mansion): -20% Very Difficult (cathedral): -40% Extremely difficult (Shinra HQ): -100% Cooking (MAG) The character can cook with good proficiency. Knowledgeable about `delicacies' and can cook gourmet foods. This skill can also be used to determine reaction from others on the quality of the food. The food is missing key ingredients: -20% The food is hard to make: -10% The food is difficult to make: -20% The food is very difficult to make: -40% Piloting (MAG) Specific to type of transportation. Allows normal navigation of the specific ship. Skill check required for adverse conditions, and special maneuvers. Non-Engineers must pay double for taking up Airship piloting.
Crafting
These are the skills used to create functional items - everything from dancing bud-cans to killer auto-crossbows to M-tek mecha. Engineers learn
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Artistic
These aesthetic skills are used to create items of beauty, rather than function. Bards and Engineers pay 1/2 for these skills. Art: 2d (WP) This skill provides a general appreciation of 2 dimensional art such as painting, sketching, and calligraphy. Characters can make a skill check to detect forgeries of paintings, or make a believable forgery of a painting. Making forgery: -10% Forgery is of high quality: -10% Forgery is of extremely high quality: -25% Forgery is of bad quality: +10% Art: 3d (WP) Same as 2 dimensional art except applies to three dimensional art styles such as sculpting, making sand castles, and pottery. The skill can also be used to make and detect forgeries like art 2d. Making forgery: -10% Forgery is of high quality: -20% Forgery is of extremely high quality: -35% Forgery is of bad quality: +10%
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The Attacks
Masteries for each type of weapon are the same. How you describe it to your gaming group is entirely to you, but the damage or effect remains the same. Focus Mastery Level: 1 Init. Penalty: -3 By concentrating for a few moments before attacking, your character has a chance to strike a target in exactly the right place, doing the maximum possible damage for your attack. For example, if you were using a 1d10 weapon, you would do 10 damage, plus any bonuses, then multiplied by your damage capacity. Roll Back Mastery Level: 2 Init. Penalty: -4 After preparing slightly for a physical attack, your character will automatically dodge the next attack and immediately attempt to counterattack using your current weapon skill. The counterattack is mounted at normal damage. Uncovered Mastery Level 3 Init. Penalty: -6 By carefully looking over his opponent first, the player strikes in such a manner that armor worn by his target is ignored in the calculation of damage.
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5 1 1 2 2 3 3 4
This also assumes that the character has spare time to make the potion or item. If the character is busy traveling, Its the GMs call as to whether or not the character has time for brewing a potion or putting an item together.
Potions
Level One: Potion, Ether, Antidote, Eyedrop, Green Cherry Level Two: Hi Potion, Hi Ether, Soft, Hyper, Sadness, Echo Screen Level Three: X Potion, Phoenix Down, Maidens Kiss, Cornucopia Level Four: X Ether, Remedy, Holy Water Level Five: Elixir
Items
Level One: Spell Level 1 or does 2d6 damage Level Two: Spell Level 2-3 or does 4d6 damage Level Three: Spell Level 4-5 or does 6d6 damage Level Four: Spell Level 6-7 or does 8d6 damage Level Five: Spell Level 8-9 or does 10d6 damage
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E Q U I P M E N T
You wouldn't go outside without any clothing would you? Going around in the buff would be a good comparison for an adventurer that isn't armed, armored, and ready for the dangers that will come for them. This chapter includes lists of all the weapons, armor, accessories, vehicles, and other items available to players. Your character start with 300 gold coins to buy equipment with. Your characters will need weapons, armor and some other necessary items to survive as an adventurer in the world. As you continue to travel, you'll come across more and more money.
Selling Equipment
As characters upgrade to better equipment, they may at any time sell their old junk for a reduced price- 2/3rd that of its listed price. So if you paid 3000 for the item, you'd get back 2000 instead. Artifact-level items, since they're so rare, should be held onto no matter how much better the character's equipment has gotten.
Equipment Availability
A lot of times you can't just go into any old weapon store and say, "Hey Mr. Merchant, I'd like a <insert Item you want>". Some equipment is more rare or common depending on its worth and capabilities (a plain ol' sword is more common then a well-made weapon that can do more damage). This is what's called "Equipment Availability". There are 5 classifications for equipment availability and every item- from tonics to the Ultima Weapon- fits somewhere in between. These are Common, Uncommon, Rare, Very Rare, and Artifact. Starting at 100% and degrading by 25% with each step down you take, this the amount that the Gamemaster must roll under in order for the specific merchant to have that item in stock. Artifacts, however, are the most powerful types of items and therefore very rare. Often there are only one of them in existence and are earned only after dangerous quests for them. The below are some Equipment availability examples: Common (C): Weak weapons, armor, and potions. Uncommon (U): weapons & armor made out of precious metals or substances (Mithril, gold, silver, etc.) Rare (R): Weak relics or accessories (ie. white cape). Strong weapons or armor that produce magic effects or high-powered potions (X-potion or XEther). Very Rare (VR): Mid-upper level relics or accessories (ie. cure ring). Close but not quite artifact level weaponry and armor.
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Weapon List
The worlds of the Final Fantasy RPG are a place where danger is always a step behind. Adventurers such as most FFRPG players should know this better than anyone. In order to survive, you will need a good weapon to defend yourself with- be it a powerful Rifle, a well forged Sword, or even a stout staff. The weapon lists below will supply you with all the weapons you'll ever need. The FFRPG weapon list is closely based on the weapons available in Final Fantasy 4 and 6 along with some entries from Secret of Mana, Final Fantasy 7, Chrono Trigger, Final Fantasy Tactics, or original weapons when necessary. There are 20 types of weapons available in the FFRPG: Axes, Books, Bows, Boomerangs, Claws, Crossbows, Cudgels, Gloves, Hammers, Katanas, Knives, Musical Instruments, Ninja Knives, Pistols, Polearms, Rifles, Scythes, Staffs, Swords, and Whips. Bards: Boomerangs, Crossbows, Cudgels, Gloves, Knives, Musical Instruments, Polearms, Staffs, Swords, and Whips. Black Mages: Books, Boomerangs, Cudgels, Gloves, Knives, Staffs, Whips. White Mages: Books, Bows, Crossbows, Cudgels, Gloves, Staffs. Red Mages: Axes, Bows, Crossbows, Gloves, Katanas, Knives, Polearms, Staffs, Swords. Blue Mages: Boomerangs, Gloves, Katanas, Knives, Staffs, Swords, and Whips. Callers: Books, Bows, Boomerangs, Cudgels, Gloves, Knives, Staffs, Whips. Cosmic Mage: Books, Boomerangs, Cudgels, Gloves, Knives, Staffs
Weapon Abilities
As a player gains access to more and more powerful weaponry, they weapons they gain may have additional abilities than simply inflicting damage. Each of the abilities found among weapons are listed below. Cast (Spell): The weapon (often a staff) has the ability to cast a spell. If a weapon is used in this way, it cannot be used more than once a time in during a single battle. In the e-games, such uses may have resulted in the loss of the weapon. Be careful not to mix up Caste (Spell) with Random (Spell/Condition) as the two have similar yet different powers. (Element) Affinity: the weapon has an affinity to one of the eight combat elements: Fire, Earth, Water, Air, Light, Darkness, Ice, or Lightning. If the weapon is used against a monster or similar enemy that has a weakness to the element that the weapon has an affinity to, the damage is doubled. For instance most ice monsters have a weakness to fire attacks. Thus if the character slashes an ice monster with a Flame Sabre (a sword with a fire affinity), the attack does double damage. Any weapon that can randomly cast an elemental spell (fire, ice, etc) has an affinity to the same element of the spell. Fatal Blow: the weapon has a 30% chance to instantly kill the victim when used in combat situations each time a successful strike occurs. This weapon ability is useless against any undead or boss type monster.
Weapon Restrictions
As a character learns the ways and procedure of their chosen class, they are also trained in the use of weapons. The teachers of certain classes and aspects, however, elect not to teach the mastery of all weapons to their students because of the amount of time that it would deter from their chosen studies. A good example of this is magicians. Most magicians spend more time with their noses in a book than donning armor and sparring with polearms. To account for this lack of training, each class is restricted from certain weapons. The below list includes all the weapons that they may use. If the character tries to learn a weapon skill that they are normally not allowed, the price is doubled (accumulative with other skill penalties for their class). Fighters: All Weapons save books, musical instruments, pistols, rifles Rangers: Axes, Boomerangs, Bows, Crossbows, Gloves, Hammers, Knives, Polearms, Staffs, Swords, Whips. Thieves: Bows, Boomerangs, Claws, Crossbows, Gloves, Katanas, Knives, Staffs, Swords, Whips. Engineers: Bows, Crossbows, Gloves, Hammers, Knives, Pistols, Polearms, Rifles, Swords. 100
Weapon Prices
For sake of ease, the prices for all weapons are split into five categories: Very Cheap (A), Cheap (B), Normal (C), Expensive (D), and Very Expensive (E). When a player character purchases a new weapon, simply check the below chart for the price. The exact price will depend on how much damage the weapon can do- a Hawkeye (boomerang) is a 1d8+3 weapon, so it'll cost you 320 GP to buy it. Aside from staffs and books, any weapon that comes with a random magic ability should be considered Rare (R). All 4d*+ weapons are considered artifacts- they cannot be bought or sold. Note: In the case of weapons that start out as 1d*+1 such as gloves, consider the weapon to be one plus less. So a leather glove (1d6+1) would cost 30 GP rather than 60. Some weapons have special variations of 2d* weapons such as the Blood Fang claws. In such cases, the GP cost for such weapons is always as if they were 2d+2 weapons for determining the weapons price. A Blood Fang claw for instance would cost 1800 GP rather than 640 GP.
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Very Cheap (A): Knives, Gloves Cheap (B): Ninja Knives, Boomerangs, Claws, and Cudgels Normal (C): Bows, Swords, Staffs, Whips Expensive (D): Pistols, Polearms, Axes, Scythes, Musical Instruments, Crossbows, Katanas, Hammers Very Expensive (E): Rifles, Books
Weapon Descriptions
Axes: With a well-earned reputation for their heaviness and cutting power an axe in the hands of strong warrior is something to definitely fear. Dwarves are infamous for their love of the axe, as are some imps and goblins. Bows: The bow is the basic long range weapon. The pull on the string and the durability of the bow vary depending on the quality, and it can be used to fire arrows long distances. In games using the hex map combat rules from Chapter Six: Combat, all bows have a range of 4 hexes (R:4). Books: A weapon used by the more "scholarly" classes and aspects (sages and cosmic mages only), these books can cause various effects when a special series of phrases written down in the book are spoken out loud. The dictionary has a range of R:4 E:1 V:0 and requires the use of the character's chosen magical lore skill for attacks. Artifact level books (those that do 3d8+ damage) have a range of R:4 E:2 V:0. Boomerangs: In the real world boomerangs are among the stranger forms of weapon and originated from the Australian aborigine tribes. In the Final Fantasy games boomerangs are among the best type of throwing weapon available. Due the cinematic magic of the FF games a boomerang will always return to its thrower's hand after it strikes its target. In games using the hex map combat rules from Chapter
Eight: Combat, all boomerangs have a range of 4 hexes (R:4). Claws: Often used by Black belts and ninjas, claws consist of three blades- roughly 6 to 10 inches long- that are fastened to the back of a pair of leather gloves. Essentially they look like the X-man Wolverine's claws although some varieties are a single blade enforced to the glove. The Claw's damage substitutes the character's punching damage on Blitzes, limit Breaks, and other martial arts special powers that involve the use of the hands. Crossbows: The direct descendant of the bow and arrow, the crossbow resembles a cross between a firearm and a bow. The body of the weapon is similar to a rifle save for the bow-like mechanism in the front of the weapon. A bolt is cocked back (much like an arrow) and by pulling the trigger the bolt is shot. In games using the hex map combat rules from Chapter Six: Combat, all crossbows have a range of 5 hexes (R:5). Cudgels: This group of weapon covers any number of common blunt weapons such as maces or clubs that are grouped together for the sake of easiness. Attacks using these weapons require the cudgel weapon skill. Gloves: Essentially Gloves feature reinforcements of some sort around the knuckle regions of the character's hand making their punches more powerful. Black belts, particular those that prefer to their fists rather than claws, often wear these to give them an edge. The Claw's damage substitutes the character's punching damage on Blitzes, limit Breaks, and other martial arts special powers that involve the use of the hands. Hammers: Heavy bludgeons; Hammers are created by attaching a large wooden or metal head to a shaft of wood or metal about 10 inches to 1 foot in length. Adventurers with strength to spare and a love for cracking skulls often use such heavy weapons. They are also popular with dwarves and Engineers.
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Wonder Shot Damage (Pistol) The Wonder shot's damage can vary widely each time it's used. It does 4d8+3 damage on average but the true result requires a percentile roll: 1-10%: Dud shot, does no damage whatsoever 10-35%: Crappy shot, does 1/2 damage 36-60%: Normal attack 61-90%: Good shot! double damage 91-100%: *kaboom* triple damage
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Armor list
As you make your way through the worlds of the final fantasy games, one of the constant dangers a player will be faced with is that of hostile forces- be they angry monsters, unscrupulous soldiers, bandits, rogues, politicians, or the occasional weekend brawl with the ultimate evil. In the heat of battle, the only thing that might save your life is the quality of the armor you wear. Here you will be introduced to all the types of protective gear that can be acquired in the Returner Final Fantasy RPG. The majority of the armors featured here are derived from Final Fantasy 4, Final Fantasy 6, Chrono Trigger, Final Fantasy Tactics, and a few original pieces where needed. Fi: Fire Ea: Earth Lig: Light STR: Strength AGI: Agility WP: Willpower Ic: Ice Li: Lightning Wa: Water Wi: Wind Dar: Darkness VIT: Vitality MAG: Magery SPD: Speed
Armor Restrictions
Each class must spend a long amount of time training before a character can learn the secrets of their chosen aspect. Often, the training of heavy weapons and armor are one of the things that the teachers of many classes (particularly the magician classes) overlook in an effort to cram as much study time as possible. To reflect this, each class is restricted from using certain types of armor. The below are what forms of armor each type of armor is available to each class. Fighters: Armwear, Gauntlets, Hats, Helmets, Mail, Robes, Shields, and Suits. Rangers: Armwear, Gauntlets, Hats, Helmets, Robes, Shields, and Suits. Thieves: Armwear, Gauntlets, Hats, Robes, Shields, and Suits. Engineers: Armwear, Hats, Helmets, Mail, Robes, Shields, and Suits. Bards: Armwear, Gauntlets, Hats, Shields, Robes, and Suits. Black Mages: Armwear, Hats, and Robes. White Mages: Armwear, Hats, and Robes. Red Mages: Armwear, Hats, Helmets, Mail, Robes, Shields, and Suits. Blue Mages: Armwear, Hats, Mail, Robes, Shields, and Suits. Callers: Armwear, Hats, and Robes. Cosmic Mage: Armwear, Hats, and Robes
Format Description
Just so no one is in the dark about how the format that this article uses, the below describes what each of the terms used does. Armor Rating (AR): The amount of points that are given toward the character's armor rating (the amount of damage subtracted with each hit taken from a physical attack). Magic Armor Rating (MAR): The amount of points that are given toward the character's Magical Armor Rating (the amount of damage subtracted with each hit taken from a magical or energy-based attack). +Def: The armors bonus to the character's Defense rating. +MDef: The armors bonus to the character's Magic Defense rating. Cost: The amount of Gold Pieces (GP) needed to purchase the armor. Notes: Anything extra that wearing the armor provides- Resistances, stat bonuses, or innate magical abilities. Since listing all the stuff some pieces armor are resistant too can be a headache, the below are some of the abbreviations used during the Armor list: R: Resistance (50% damage) I: Immunity (0 damage) A: Absorb (damage restores HP)
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Gauntlets
Gauntlets cover a variety of different gloves, usually made of a metal of some sort, worn by fighters and others that prefer heavy armor.
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Helmets
The opposite of Hats, helmets are heavy metallic headgear used mostly by fighters. Since they're heavier and sturdier, Helmets provide a better armor rating than hats.
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Robes
Worn mostly by magicians, Robes differ from suits in that they increase the character's magical armor and magical defense rather than armor and defense. They are usually light and can be worn over normal clothing. For game purposes, Robes also includes cloaks and capes.
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Suits
Suits are the miscellaneous section of bodyware available in the FFRPG. Some of the entries found under suits include the likes of Ninja suits, overalls, dresses, jackets, and in one case a tiger striped bikini. ^_^
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Status Accessories
108 gems Cost: 10000 GP Availability: Rare An armlet made of 108 sparkling jewels, it grants the character immunity to Undead, Blood suck, Frog, and Poison status conditions but also strengthen all Elemental magic (+3 damage for Fire, Ice, Lightning, Earth, Wind, Water, Light, and Darkness magic). Amulet Cost: 5000 GP Availability: uncommon A small platinum amulet that is worn around the character's neck, it protects you from poison, blindness, and zombie attacks.
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Magic Accessories
Angel Ring Cost: 20000 GP Availability: Rare This blessed ring glows in a faint glow and has a small angel engraved on it. It gives its wearer an immunity to death and darkness spells and gives them a one-time life3 (restores every battle). Cure Ring Cost: 6000 GP Availability: Rare This ring is made of bright silver and has a small cross engraved on it. It has the same effects as the spell regen. It slowly restores HP each round. Czarina Ring Cost: 2500 GP Availability: uncommon Usable only by females, the Czarina ring casts barrier & shell when the wearer reaches 10% of their HP.
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Stat Boosters
Glass Orb Availability: Very Rare This accessory looks a pure clear ball of glass by all normal appearances but in the hands of a magician it can be extremely useful. When held by a magician, the character's MP maximum increases by 25% while using the orb. Crystal Orb Availability: Artifact This accessory looks a pure clear ball of glass by all normal appearances but in the hands of a magician it can be extremely useful. A very rare relic sought by many powerful magicians, the crystal orb increases the character's Magic Point maximum by 50%. Thus, a character with 100 MPs would now have 150 with the orb. Gold Hairpin Availability: Very Rare When worn by a magician, the Gold Hairpin cut the MP cost for spells by 25%. This accessory is also known as the Silver Stud in Chrono Trigger. Economizer Availability: Artifact When worn by a magician, the Economizer cuts the MP cost of spells by 50%. Also known as the Gold Stud in Chrono Trigger. Strength Belt Availability: very Rare Increases the wearer's HP by 25% when worn. For instance, a character with 100 HP would have 125 while wearing the belt.
Mithril Gloves Cost: 1500 GP Availability: uncommon A heavy mithril gloves that when worn casts the spell Safe when HPs are low (10%), the gloves also grant a +5 defense bonus. Pod Bracelet Cost: 10000 GP Availability: rare A splendid bracelet embedded with pearls that when worn automatically casts the spells Safe & Shell on the wearer. 122
Attribute Boosters
Strength boosters Power Wrist Cost: 2500 Availability: Uncommon Boost: +1 Strength Hyper Wrist Cost: 7500 Availability: Rare Boost: +2 Strength Gigas Wrist Availability: Artifact Boost: +5 Strength Vitality Boosters Defender Cost: 2000 GP Availability: uncommon Boost: +1 Vitality Protector Cost: 6000 GP Availability: Rare Boost: +2 Vitality Savior Availability: Artifact Boost: +5 Vitality Agility Chocobo Feather Cost: 2500 GP Availability: Uncommon Boost: +1 Agility Angel Feather Cost: 7500 GP Availability: Rare Boost: +2 Agility Phoenix Feather Availability: Artifact Boost: +5 Agility Magery Silver Earring Cost: 2500 GP Availability: Uncommon Boost: +1 Magery 123
Movement Accessories
Battle Boots Cost: 1000 GP Availability: Common Boost: +1 Move Spike Boots Cost: 1200 GP Availability: Common Boost: +1 Jump Germinas Boots Cost: 5000 GP Availability: Uncommon Boost: +1 Move & Jump Red Shoes Cost: 10000 GP Availability: Rare Boost: +1 Magery bonus and a +1 move
Action Accessories
Backguard Cost: 7000 GP Availability: uncommon The accessory grants the wearer a lesser form of danger sense that makes it impossible to sneak up or surprise the character. Black Belt Cost: 7500 GP Availability: rare Grants the wearer a 50% chance to counter attack physical attacks. Frenzy Band Availability: Artifact Grants the wearer a 80% chance to counter attack physical attacks. Blizzard Orb Availability: Artifact A rare artifact, This crystal blue orb will only function in the hands of a Yeti. When used, it allows them to cast a blizzard spell doing 6d6 + Magery x MDC damage (R:4 E:3 V:1). The orb also gives a +2 Magery bonus but a Yeti can only use the orb. The
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Potions Storage
Since this is a pen & paper RPG, you can't go lugging around 500 potions and expect not to break
One-Shot Items
In FF3j, FF4j, and FF7, character occasionally came across one shot items that offered special powers or performed one-shot spells. These items should only be given as booty from fights with powerful monsters or can be stolen in fights by thieves. If using the hex map rules, all one shot items must be used within an adjacent square (R:1). Chemists (Engineer Aspect) can throw items as well as potions up to 4 hexes away (R:4). All damage causing effects use the Magery, Willpower, and MDC of the user unless noted otherwise. All item effects last until end of battle unless other wise noted. Most of these items can either be bought, stolen in battle from enemies, won through defeating monsters, or created through the use of Alchemy (see the Magic of Alchemy section in the back of Chapter Four: Skills for more).
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C O M B A T
While traveling about the world, there is always to potential to run into all sorts of unsavory typesbandits, thieves, marauders, man-eating monsters, and the occasional servant of hell. In many cases, the term "Might makes Right" is very true. If you want to live, you'll have to fight your way out. This chapter is built just for that- how to fight the hordes of evil. to the worst of the rolls. Each new round the characters will have to re-roll it again. Example: Jean and Bleach are cornered by three goblins. Jean has a Speed of 8 and Bleach has a Speed of 10. Goblin 1, 2, and 3 have Speed of 5, 6, and 7. Jeans player rolls a 6, Bleachs player scores an 8, and the Gamemaster gets 1, 5, and 3 for the trio of goblins. The succession of initiative comes out to: Bleach: 18 Jean: 14 Goblin2: 11 Goblin3: 10 Goblin1: 6 So itll be Bleach, Jean, Goblin2, Goblin3, and then finally Goblin1. After Goblin1 uses his action for the round, the characters and monsters all re-roll initiatives and the battle continues.
Initiative
In order to determine who goes first in any combat round; each character involved (player characters, non-player characters, and monsters) must roll a d10 and add his or her Speed stat to it. Whoever gets the highest result wins initiative and has the option of acting first. When involved with multiple participants, each person goes in the order of highest 128
Defense: An alternative to attacking is Defense, which essentially involves bracing for the worse the enemies can dish out. While defending, the character cannot attack but takes damage from the attacks. Class Power: Each class has some type of special power to make things interesting. Samurai have Draw Outs, Black Mages have Black Magic, and Thieves can Steal. These powers are made to be used in combat. Item: This involves drinking a potion or using a one-shot item on an opponent. Either uses up the potion or item as well as the characters turn for the round. Wait: Rather than doing anything, the character can simply hold off on acting. By waiting, the character may add their initiative score to the next rounds initiative. This bonus is not accumulative so it doesnt build up if the character decides to wait for multiple turns. Characters that have the Haste or Slow conditions on cannot use Wait. Alternately if this method starts getting abused, a character using the wait action can choose to go last for the round (initiative 1).
Healing Damage
Despite what you see in the Final Fantasy Egames, a mortally wounded person can't fully recover with one night at the town inn. You can heal a number of HP equal to your Vitality + 1/2 the character's level a day if the character spends it do light stuff- Fighting, running in fear, lifting a heavy boulder, and other intense physical activity prevent healing since it strains old wounds and may reopen them. If the character has complete bed rest (can do nothing heavy for day), they would heal a number of hit points equal to their Vitality + their level per day with an extra bonus equal to the character Vitality stat if the character spends an entire week in bed.
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Memory Loss: The character has temporarily lost his memory due to his recent beating. His or her memory will slowly return in roughly a month and the only thing the character will remember is their name. If the opponent was vastly superior to the player, the GM has the choice of giving the character a temporary phobia of their assailant. Broken Bones: Ka-snap! You broke something in your fight- normally a limb or some ribs. Roll a 1d6 and compare on the chart for where the break happened. Broken arms or legs will heal in 2 months while broken ribs may heal within a month. While in the process of healing, a broken arm or leg cannot be used. Even trying to use it may result in extreme pain or more damage to the limb. Roll 1 2 3 4 5 6 Location R. Leg R. arm Ribs Ribs L. Arm L. Leg Effect 1/2 Movement (cannot run) Can't use arm 1/2 Vitality until healed 1/2 Vitality until healed Can't use arm 1/2 Movement (cannot run)
Assorted Bruises: No major detrimental effect aside from being sore for a few days: you just have some various bruises and cuts to remind you of your loss. Keep those band-aids handy. Personality switch: This one is mainly for comedic potential and may/may not be suitable for more serious game settings. The character's personality polarizes- they now do the opposite or act in a totally different way than normal. For instance, a character who is normally shy will suddenly become an arrogant outgoing pervert. They could even develop a totally different personality (a combination memory loss/personality switch) where they think they are someone else all together. It's up to the other
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Status Conditions
When fighting, there are a number of possible attacks or magic spells that can affect the human body- everything from putting a person to sleep, slowing the passage of time, or making them berserk. We call the results of such attacks "Status Conditions". Below is a list of the various status conditions you may run into during the FFRPG along with both their cure and effect on the character. Berserk Cure: Tranquilizer Effect: Player loses control of their character, who will continuously Attack opponents until they or the character are dead. HP and Strength increase by 25% while berserk. Blindness Cure: Eyedrop Effect: Reduces attack accuracy by 1/2 due to inability to see clearly Blood Suck Cure: Win Battle, Holy Water Effect: The character becomes a vampire. In addition to becoming undead, he will also attack other characters to suck their blood (punch damage, the character gets back 1/2 of the damage as HP) and further effect them with the blood suck condition. Could consider a mix of Undead and Charm. Charm Cure: Wears off after battle or a physical hit Effect: The victim will aid what should be the opposition. They will attack or use magic against their allies rather than the enemies unless 'cured'. Condemmed Cure: Win battle Effect: Unless the fight is over in 1d6 rounds, the character will die. Confusion Cure: Wears off after battle or a physical hit Effect: The victim's mind becomes clouded and it becomes difficult to see what they are seeing. While confused there is a good chance that the character will attack friends as well as foes. Because of the haze, the character's attacks are at a -20% penalty.
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Height in Combat
It would be rather boring if everything happened on a level playing field. Occasionally, characters will have to go up stairs or make their way up (or down) a hill. This is when height becomes an issue. A character may move up a number of height levels as explained under the jump stat. A character with a jump of three could hop from a level one to a level three-height level. Roughly one height level equals one yard (three feet) or meter. A similar problem that might arise is water depth. For gaming purposes there are two depth levels. At depth level one, the character is up to his waist in water (anything less is treated like normal terrain). This costs the character an extra move point for each hex of water they move through. At depth level two, the character is up their neck in water (literally) and cannot attack or perform magic while in Depth Level two water. Yeti, Chocobo, and any 134
Weapon Ranges
For all melee attacks, your target must be in an adjacent hex to your character. Targets that are on a lesser height than you may be attacked but those who are more than 2 heights below are out of melee range. Polearms and whips are the exceptions to the rule and may be used against a target two hexes away from the attacker (R:2). Ranged and throwing weapons are bit more complicated due to different ranges.
Effect 4: __ __/ \__ __/ \__/ \__ __/ \__/ \__/ \__ __/ \__/ \__/ \__/ \__ / \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ / \__/ \__/**\__/ \__/ \ \__/ \__/ \__/ \__/ \__/ / \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
Note: The 1, 2, and 3 are for the different effects. The # is which effect the AoE is.
Common Examples: Effect 2: Any (elemental) 1 or 2 spell Effect 3: Any (elemental) 3 spell Effect 4: Ultima, Meteo, Whirlwind, and Quake Vertical: Some enemies have the darndest habit of sitting on higher height levels when you cast a spell or use a special power on them. For each point in vertical allows the caster or attacker to effect targets on a higher or lower HL than the selected target. This can be extremely important for spells with a high effect rating. Example: Jean, our Red mage hero, casts fire on a group of goblins (he's been doing that allot lately). There are two goblins within his reach- one 135
Line Effect The spell or attack comes out as a straight line, usually vertical or diagonally positioned from the attacker. The attacker can strike every target that is in that line with no problem. A good example of this in action is Flame toss, one of Lucca's spells in Chrono Trigger. All energy firearms are considered Line effect weapons as are some other spells or attacks (particularly those that are laser beam like). Most beam attacks have a range of 6 to 8. Spell Effect Modifications Not all spell function in the same way as they normally work when using the hex map combat rules. This section below notes all the important changes that any player or Gamemaster should be aware of. Comet Rush: Along with the effects of Float and Flight, the character also gets a +1 to his move stat. Flight: Along with the effect of float, the character may ignore any height level effect. If they want to move from a 0-height level to a 10-height level, it costs the same as moving over regular terrain. They can, of course, also go into the air. Moving upward, downward, or diagonally requires move points as per usual. Under normal
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The battlefield is divided into eight areas, as shown above. Both the heroes and the monsters have one side of the battlefield to deploy in; characters cannot 'cross' into an area belonging to the other side's forces. (In simpler language, a PC hero can never enter the monsters' side of the field, and monsters can never enter into an area granted to the
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Area of Effect
In the abstract combat system, Area of Effect abilities and spells work a little differently than in the map combat system. E:1 hits a single target, as usual. E:2 hits all characters in one area - either Front or Back, and either Left or Right. A spell with E:2 could hit all characters in the Front Left, the Back Right, or any area that the caster wanted to target. (A note: Determining which characters are hit by an E:2 spell or ability is the *only* effect that choosing a Left or Right position has in combat. GMs who wish to simplify combat can eliminate the whole idea of Left and Right sides entirely, similar to the optional "single-row" battlefield described in earlier. In this case, an E:2 spell either hits all characters in the Front row, or all characters in the Back.) Optional Rule: A character using an E:2 effect can choose to 'overlap' the effect across parts of two adjacent areas. In this case, the character determines which area has the most available targets; he can then choose to target that many individuals, total, split across the two areas as desired. Example: Lyrian aims a Fire2 at a group of Ogres, and overlaps the effect across the Left Front and Right Front areas. There are four ogres in the Right Front, two in the Left Front, and one ogre and a hellhound pet in the Right Back. Lyrian can charbroil four targets in the LF and CF areas - all four ogres in RF, two from each of LF and RF, or any other combination that works. The ogre in the Right Back area cannot be affected, and neither can the hellhound. If Lyrian had aimed the spell at the Right Front and Right Back areas, the hellhound could have been targeted, but the two ogres in the LF area would have been safe. Beam attacks: A beam attack can be aimed down a single row - either at the Left Side, or at the Right Side. The character using the beam attack can target two characters in one of the two areas affected (either Front or Back) and can also target one character in the *other* rank along the row the beam targets. (Example: Simon unleashes a Blade Beam against a group of Vampires. Three Vampires are standing in the Right Front, guarding two Vampire Mages in the Right Back; Simon can either hit both the Mages and one of the Vampires in the front, or
Some of the characters, and monsters, in the FFRPG have the ability to take to the air. In the Abstract Combat System, this ability opens up a new level of areas on the battlefield, above the previous set on the ground. Each area in the basic Abstract system has a corresponding area for creatures that have the ability to fly, just 'above' the ground area. The figure above shows a cut-away of the battlefield, along the Center Area line (on a twelvearea map). Characters on either side that choose to go airborne receive the Armor bonus of being in the Back row against opponents on the ground. They don't suffer from the DC and Attack% penalties of being in the Back row, unless they also choose to be in the Back row and airborne. Characters in the Front row and in the air don't receive any armor bonus against enemies that are also airborne; characters in the Back row and in the air only receive the standard Armor bonus (+50%) against opponents on the ground. Ranged weapons function as normal against opponents in the air. Long-range melee weapons used by a character on the ground against an enemy in the air can *only*
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M A G I C
Magic is a force in nature, and is portioned out by nature as it wishes. ALL living things contain magic, which is why they are all affected by it. It's only some individuals that choose to improve their magical abilities, and these are mages. There are some rare instances where individuals have had nature force magic upon them, because of some higher purpose. These people are capable of becoming great wizards and sages, but some oppose nature, and usually lead tortured lives, if they don't just die. Magic obeys natural laws (remember, in Final Fantasy terms, magic is part of nature. When we say natural laws, we mean FF nature, not our nature), so when nature decides that a person may use magic, magic will obey that person. Thus, all spells have a 100% chance of success, unless that spell's nature prevents it, e.g. Doom or Muddle. Magic in FF games takes on many forms; flashbang attack spells, limited success effect spells, really helpful defense and healing spells, and the list goes on. The magical energies needed to form these spells are wild, but they obey the spellcaster IF the spellcaster has proven himself worthy. Magic, as in spellcasting, requires the ability to control Mana. Mana is a supernatural energy that exists in all living things. It is similar, in some ways, to star wars force or the beliefs of ki and chi among the Japanese and Chinese. By focusing Mana through a procedure, a spell, they can produce effects that defy reality. Summon dragons from other worlds, turning back the flow of time, destroying whole cities, and bringing the dead back to life are but a fraction of the possible uses of magic. This chapter will showcase all the types of magic available in the Returner Final Fantasy RPG: White Magic, Black Magic, Red Magic, Cosmic Magic, Blue Magic, Summoning Magic, Ninja Magic, and Sword Magic. White Magic: The magic of healing and protection. There are very few offensive spells among white magic as its focus is on healing wounds and protecting companions from attacks. A white mage is an added benefit for any party of adventurers. Black Magic: Black magic utilizes the forces of the elements to unleash offensive spells that no other form of magic save perhaps summon magic can match. Red Magic: Red magic is formed by combining different aspects of white and black magic. The result is a form of magic that excels in both attack and defense but fails to master either. Cosmic Magic: There is power in the control of space and time. Cosmic magic covers many type of spells that cause status conditions as well as an unusual array of offensive and defensive spells that are unique to only it. Blue Magic: One of the stranger forms of magic, blue magic requires the magician first be attacked with the spell by a monster. If they survive the attack, they learn it automatically. Many other magicians consider they trouble seekers and just plain crazy. Of course, they dont that to the blue mages face. Summon Magic: Arguably the most powerful form of magic, summon magic allows the magician to summon beasts from the land of summoned monsters to fight for them. Ninja Magic: A specialized type of magic practiced exclusively by mystic ninjas. This form of magic was developed to aid the ninja in his work. Sword Magic: As the name implies, sword magic effects the users weapon of choice. It allows Magic Knights to focus different spells on their weapons.
Magic Rules
Magic in FF games takes on many forms; flashbang attack spells, limited success effect spells, helpful defensive/healing spells, and the list goes on. Mages are those who choose to master the energies needed to shape these magic spells, and they are defined by the type of magic they use.
Combat Rules
The most important magic rule is obviously Magical Damage Capacity (MDC). This is a measure of the force a mage can put behind their spells. It gives higher level mages the bonus they deserve for their superior training and experience. All chars would start at MDC x1 and it will increase as follows:
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Magic Ranges
The next important magic rule is Range. Range is somewhat complex if you aren't familiar with the hex map rules. Range consists of 3 components; Range, Effect, and Vertical. Range (R) - How far away the spell can reach before fizzling. Range is given in hexes, e.g. R:5 is a spell that can hit a target up to 5 hexes away. GMs not using hex maps use their own judgement based on hex range (1 hex is roughly 1 yard/metre). A range of R:0 means the spell focuses on the Caster only. Effect (E) - Field size. An E:1 is a single target spell, E:2 and E:3 are multi-target fields, and E:4 is the field of an Unfocused spell. For some odd reason, a Beam effect is given E:8. Here's a simple representation of the fields. Hex map versions are located in the hex map rules. # ### ##### ###4### ##### ### #
Spellcasting Classes/Aspects
For reference purposes, the classes/aspects with spellcasting powers are: Black Mage Black Magic (Full) Blue Mage Blue Magic Caller Summon Magic Cosmic Mage Cosmic Magic (Full) Dark Knight Black Magic (Level 4) Magic Knight Sword Magic (Full) Magic Ninja Ninja Magic (Full) Magitek Knight Red Magic (Level 6) Paladin White Magic (Level 4) Partial Caller Summon Magic + White, Black (Lv. 6) or Red Magic (Lv. 4) Red Mage Red Magic (Full) Sage White & Black Magic (Full) White Mage White Magic (Full)
# #2# #
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Learning Spells
There are several methods for learning spells: gaining XP, using the skill Magic Lore, and finding a spellbook are the most common ones, but some game-specific campaigns have other methods as well (Mana Magic, Magicite, & Materia, for example). But before mages start adventuring, their training usually gives them some magic to start out with. Starting Spells: Basic mages get 3 level 1 spells. Callers start with one weak summon spell, and Partial Callers start with one weak summon spell and 2 level 1 spells. Blue Mages start with one or two weak enemy skills. Note that limited magicians (Paladins, etc.) don't get any starting spells because they don't get magic until XP level 3 (except for Partial Callers, who get 2 Level 1 spells at XP Level 1). Gaining XP: Look up. Follow the spell progression charts and the given rules.
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Mana is the sum of all forces. It is broken into Nature, Energy and Cosmos. All oppose each other, yet co-exist in harmony. Nature is broken into the 4 basic elements (Earth, Fire, Air and Water) along with Poison. Energy is the force that drives all things, and it's broken into Spirit and Gravity. Spirit, the force that drives all living things, is divided into Light and Dark, because all living things contain both Light and Dark in them. Gravity is just there because it's a spell type and it's a form of energy. Cosmos is broken into Time and Space, which are both part of the world, but aren't controlled by Nature. Cosmos and Nature are at opposite ends because they are the least compatible elements. Energy comes between because it is part of both. Poison is separate from the 4 elements because it isn't exactly an element, just a part of Nature. The Para-elements are made by combining the 4 elements in different ways.
Spellcasting Items
Some enchanted items can release their magical energies in the form of a powerful spell. In some cases in order to do this, however, the item must be broken such that it will be un-repairable. Usually, rods and shields are capable of this, but there are some spears, swords, etc., that can be used like this. All classes and their aspects can use items like this. Most of these weapons have the ability listed as random (spell) in the notes column for each weapon list. Other enchanted items will randomly cast spells when used normally. That is, if you hit a monster with a Flame Sabre, the sword will randomly cast Fire1. Only the GM may determine this, and the agreed on rule is 30%. Better weapons can, however, cast spells more frequently than weaker ones. All classes and aspects can do this providing that they can use the enchanted weapon.
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Black Magic
Level 1
Create Element Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None The caster instantly summons a small amount of an element to do a simple task. Some examples include summoning a tiny flame to light a torch, or a pile of dirt to bury something. Eyes Of Flame (Intimidate) Cost: 10 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + MAG/3) rounds Modifier: -10% The caster's eyes seem to burst into red, crackling flames whenever someone looks at them. Being near the caster makes a person uneasy, but the caster can try to make eye contact with one target per round. If contact is made, the caster must make a Magic% roll with a 20% penalty. If successful, the target is transfixed and thus loses initiative (i.e. can't act) for the next round. All rolls take a -5% penalty for the next three rounds after that. Anyone or anything of extremely strong will (e.g. many if not all boss monsters) are immune to these effects, as are brainless undead (e.g. zombies). Fire 1 Cost: 4 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None The caster can throw a tiny fireball at a target. It inflicts 4d6 Fire damage on the poor, unfortunate target. Anything flammable is also ignited. Ice 1 Cost: 4 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None The caster causes the air around the target to freeze by pointing a burst of snow and ice at the target. The sub-zero temperature is enough to do 4d6 Ice damage. The cold also reduces the target's Speed stat by 1 point for 1d4 rounds. Lightning 1 (Bolt 1) Cost: 4 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None The caster summons a bolt of lightning from the sky/ceiling to hit the target for 4d6 Lightning damage. There is also a 30% chance to ignite flammable objects. Lock Cost: 5 MP Range: A portal no taller than 2*(Caster's Height) and no wider than 6' Duration: Until it is removed Modifier: None When cast on a door or chest, all locks are locked, bars slid into place, and so forth. When cast on something with no door (e.g. the mouth of a cave), a magical barrier goes up. Normal locks can be opened by normal means, and the barrier can be taken down by either (a) saying the command word (designated by the mage upon creation); (b) inflicting 50 HP of damage; (c) killing the mage; or (d) casting Unlock or Magic Unlock. Protection From Light/Goodness Cost: 10 MP Range: MT - R:0 E:2 V:1 Duration: (1d6 + MAG/3) rounds Modifier: None The characters notice a slight darkening of the world and are surrounded by a black aura for a few seconds. After this, characters take 50% damage from all Light attacks and can scare extremely good characters. When fighting good characters, the target's gain the amount of the Caster's MAG/3 on all of their battle stats. Scan (Peep) Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None A blue energy circle envelops the target and the caster is able to "see" the target's current/max HP, current/max MP, level, and weaknesses. The caster may also use Scan to look for magical auras around certain places, people and objects. Note that mage's detect their own magic better than other types (e.g. White Mages sense White magic better than Black magic).
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Level 2
Earth 1 (Quake 1) Cost: 6 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None The ground beneath the target explodes in a shower of dirt and stone, slamming the target for 5d6 Earth damage. Pig Cost: 7 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:2 Duration: (1d6 + MAG/3) rounds Modifier: -10% The target is surrounded by a puff of pink smoke. If the caster makes a successful Magic% roll with the spells 20% penalty, the target will be a pig. Pigs can't use magic except for Pig, and they can't use weapons, armor or items. However, they can use their hooves to inflict 1d6 damage each (roll like a normal weapon). Poison 1 (Bio 1) Cost: 8 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None Green bubbles rise from the ground at the victim's feet and burst near his head, inflicting 4d6 Poison damage. The caster may also roll his Magic% with a 20% penalty in order to determine if the target is given the status condition poison. Each round the poison is running through the character, they lose 1/10th of their current HP.
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Level 3
Blind Cost: 12 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:2 Duration: (1d6 + MAG/3) rounds Modifier: -20% The target is surrounded by flashing, blinding lights that have a (Magic% - 20)% chance to blind him. Blinded characters take a 50% penalty to all weapon skills and other actions requiring sight. Dark 1 Cost: 25 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None The target is engulfed in a bubble of darkness that inflicts 5d8 Dark damage. Fire 2 Cost: 22 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:2 Duration: Instant Prerequisite: Fire 1 Modifier: None The caster makes a big ball of Fire and heaves it at the desired target(s). The poor shmuck on the receiving end takes 5d6 Fire damage, and anything flammable gets ignited. Ice 2 Cost: 22 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:2 Duration: Instant Prerequisite: Ice 1 Modifier: None The mage summons a blizzard to slam into the target(s) for 5d6 Ice damage. All targets have their Speed stats reduced by 2 for 1d4 rounds.
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Level 5
Dark 2 Cost: 50 MP Range: B - R:5 E:8 V:0 Duration: Instant Prerequisite: Dark 1 Modifier: None A blast of dark energy flies from the caster's hands (a la Aura bolt) and inflicts 6d8 Darkness damage to all within the beam. Drain Cost: 20 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None The target is surrounded by red spheres that converge on its body and a red beam extends from its body to the caster's body. Up to 5d6 HP may be siphoned in this way, but the mage may not go above max HP, so damage could be lower than expected. Fire 3 Cost: 52 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:3 V:2 Duration: Instant Prerequisite: Fire 2 Modifier: None A wave of large fireballs are unleashed from the caster's hands and explode in the midst of the targets, inflicting 7d6 Fire damage. Ice 3 Cost: 52 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:3 V:2 Duration: Instant Prerequisite: Ice 2 Modifier: None The mage can create a blizzard and the targets are blasted for 7d6 Ice damage. All targets' Speed stats are lowered by 3 points for the next 1d4 rounds also. 150
Level 6
Curse Cost: 50 MP Range: ST - R:4 E:1 V:0 Duration: (1d8 + MAG/3) rounds Prerequisite: Corrupt Modifier: None The target is surrounded by a pitch black aura that causes all stats (STR, AGI, VIT, MAG, WP, and SPD) to drop to half of their normal value. After the spell wears off, the target will feel very energetic for 1d4 rounds and very little can stop them (it's like a Berserker Rage, but with full mental abilities). Doom (Death, Fatal, Rub) Cost: 60 MP Range: ST - R:4 E:1 V:0 Duration: Instant Prerequisite: Debarrier Modifier: -30 The Grip Reaper hovers around the target, and there is a (Magic% - 30)% chance that the reaper will steal the target's life energy, rendering the target dead. Earth 3 (Quake 3) Cost: 58 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:3 V:2 Duration: Instant Prerequisite: Earth 2 Modifier: None Jagged little gemstones fly from the caster's hand and stab at all targets in their path, inflicting 8d6 Earth damage.
Level 7
Dark 3 Cost: 75 MP Range: MT - R:4 E:2 V:2 Duration: Instant Prerequisite: Dark 2 Modifier: None The caster emits a flowing wave of dark mist that washes over the targets and inflicts 8d8 Darkness damage to all targets. Debilitate Fire Cost: 100 MP Range: ST - R:4 E:1 V:0 Duration: (1d10 + MAG/3) rounds Prerequisite: At least 3 Fire-based spells Modifier: None The target is engulfed in a red glow that causes them to take double damage from Fire based attacks. They sunburn easier too. Enchant Cost: 100 MP Range: ST - R:1 E:1 V:0 Duration: (1d10 + MAG/3) hours; sometimes Permanent Prerequisite: Elemental Blade Modifier: None The target item is surrounded by a golden glow, and then endowed with an elemental of the mage's choice. The enchantment only works on ordinary items (i.e. you can enchant an Iron Spear, but not an Aura Lance). Really powerful Wizards can make permanent enchantments, but that requires a lot of time, effort, research, etc. to complete.
Level 8
Break Cost: 100 MP Range: ST - R:4 E:1 V:0 Duration: Instant Prerequisites: Earth 3, Stone, Shatter Modifier: None The ground starts to shake with the force of a massive quake, and suddenly a flurry of stones begins to surround the target and encase it in solid rock! The target takes 10d6 Earth damage and has a (Magic% - 40)% chance to be turned into stone themselves. The rock immediately breaks and if the target was turned to stone, it breaks as well. Debilitate Ice Cost: 100 MP Range: ST - R:4 E:1 V:0 Duration: (1d10 + MAG/3) rounds Prerequisite: At least 3 Ice-based spells Modifier: None The target is engulfed in a blue glow that causes them to take double damage from Ice based attacks. They get frostbite easier too.
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Level 9
Dark Matter Cost: 100 MP Range: MT - R:0 E:3 V:3 Duration: Instant Prerequisite: Dark 3 Modifier: None The air around the caster seems to darken and a hole into space is ripped open. Wave upon wave of Dark Matter encircles the targets and suck the light and life - out of them by inflicting 11d8 Darkness damage on them. Debilitate Lightning Cost: 100 MP Range: ST - R:4 E:1 V:0 Duration: (1d10 + MAG/3) rounds Prerequisite: At least 3 Lightning-based spells Modifier: None The target is engulfed in a yellow glow that causes them to take double damage from Lightning based attacks. I don't recommend that they stand too close to power lines either. Flare Cost: 100 MP Range: ST - R:4 E:1 V:0 Duration: Instant Prerequisite: Fire 3 Modifier: None Tiny point flares converge on the target, and then explode in a tremendous burst of energy and the
Level 10
Debilitate Poison Cost: 100 MP Range: ST - R:4 E:1 V:0 Duration: (1d10 + MAG/3) rounds Prerequisite: At least 3 Poison-based spells Modifier: None The target is engulfed in a green glow that causes them to take double damage from Poison based attacks. Massacre Cost: 150 MP Range: MT - R:0 E:2 V:2 Duration: Instant Prerequisite: Doom Modifier: None The Grim Reaper hovers around the main target, but he has a (Magic% - 50)% chance to steal the life energy of all the targets around him, rendering them all dead.
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White Magic
Level 1
Aero 1 Cost: 5 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None A big gust of wind hits the target, causing 3d6 Wind damage. Antidote (Pure) Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None Pretty purple motes encircle the target, and purge all poisons from his system. Note that damage already taken from poison isn't healed. Create Element Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None The caster instantly summons a small amount of an element to do a simple task. An example is summon a tiny flame to light a torch, or a pile of dirt to bury something. Cure 1 Cost: 5 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None Little sparkly green stars surround target(s) and focus on the target's wounds, restoring 3d6 HP and curing minor wounds, like scratches and sprains. Legend Lore Cost: 7 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + Magery/3) hours; sometimes permanent Upon casting, the caster will become aware of most, if not all, of an area's legends. The mage doesn't always become aware of the more obscure legends though, so a White Magic Lore skill check must be rolled for those. Locate Person Cost: 5 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + Magery/3) hours Modifier: None Allows the caster to find someone (s)he has met face to face. The caster can sense the person if they are within (1d6 + Magery/3) miles/kilometers, and can sense their relative direction in a rather general way. The target will pick up some magical residues from this spell for its duration, and can dispel the spell if they detect the magical traces around them. Protection From Evil/Darkness Cost: 10 MP Range: MT - R:0 E:2 V:1 Duration: (1d6 + Magery/3) rounds Modifier: None All characters affected feel like their spirits have been lifted and they are briefly surrounded by a pure white aura. This aura is able to scare off some very weak undead, the characters take 50% damage from Dark, and they can conquer some minor fears they have (big phobias aren't affected by this spell). Characters affected by this spell can fight better against evil characters as well, i.e. battle stats are increased by the Caster's Magery/3. Protection From Fire Cost: 10 MP Range: MT - R:0 E:2 V:1 Duration: (1d6 + Magery/3) rounds Modifier: None All characters in the area affected feel a brief cooling sensation and are surrounded by a blue aura for a couple of seconds. They then take 50% damage from Fire attacks and can do things like walk through boiling hot water without noticing, for example. Scan (Peep) Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None A blue energy circle envelops the target and the caster is able to "see" the target's current/max HP, current/max MP, level, and weaknesses. The caster may also use Scan to look for magical auras around certain places, people and objects. Note that mage's detect their own magic better than other types (e.g. White Mages sense White magic better than Black magic).
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Level 4
Anti-Fire Cost: 30 MP Range: MT - R:0 E:2 V:2 Duration: (1d8 + Magery/3) rounds Prerequisite: Protection From Fire Modifier: None The targets are surrounded by a bright blue glow, and then feel a chill run through them. After this, they can resist all Fire-based attacks so that the resultant damage is zero. Barrier Cost: 25 MP Range: ST - R:5 E:1 V:0 Duration: (1d8 + Magery/3) rounds unless smashed Prerequisite: Safe Modifier: None The target has a silver barrier erected in front of them for the spell's duration. The barrier will absorb half of all physical damage directed at the target (divide damage by 2). The barrier can be removed by a Debarrier or Dispel spell, or smashed by a critical hit. Bravery Cost: 22 MP Range: ST - R:5 E:1 V:0 Duration: (1d8 + Magery/3) rounds Prerequisite: Courage Modifier: None A blazing silver aura surrounds the target, causing all of his battle stats (Damage, M. Damage, Armor, M. Armor, M. Defense, and Defense) to be increased by (MAG)/2 for the spell's duration. All fears are also dispelled for the spell's duration. Haste (Fast) Cost: 20 MP Range: ST - R:5 E:1 V:0 Duration: (1d8 + Magery/3) rounds Modifier: None The target is surrounded by little red clocks whose hands are moving at incredible speed. The
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Level 6
Anti-Lightning Cost: 30 MP Range: MT - R:0 E:2 V:2 Duration: (1d8 + Magery/3) rounds Prerequisite: Protection From Lightning Modifier: None The targets are surrounded by a bright brown glow and can then resist damage from Lightning, reducing damage to zero. Berserk Cost: 25 MP Range: ST - R:5 E:1 V:0 Duration: As long as necessary (see Effect) Prerequisite: Muddle Modifier: -30 Once cast, the target has a (magic% - 30)% chance of being turned berserk as per the Status Condition. While berserk, all damage inflicted by the character is increased by 25%, but the target loses all control and will not regain control until either she's dead or her enemies are. Berserked characters can't use magic, items, powers, etc. and they attack enemies at random (i.e. no strategic attacks are made). As long as it's an enemy, she'll attack it. Bless Cost: 50 MP Range: ST - R:4 E:1 V:0 Duration: (1d8 + Magery/3) rounds Prerequisite: Bravery Modifier: None A blazing silver aura surrounds the target and increases all of her stats (STR, AGI, VIT, MAG, Will, SPD) by (MAG)/2 for the spell's duration. All fears are overcome as well, but after the spell expires the character will feel very weak and tired for the
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Level 7
Anti-Poison Cost: 30 MP Range: MT - R:0 E:2 V:2 Duration: (1d8 + Magery/3) rounds Prerequisite: Protection From Poison Modifier: None The targets are surrounded by a strong green glow and then they gain the ability to resist all poisons, reducing damage to zero. The CoS of any poisonous attack is also reduced to zero. Cure 3 Cost: 64 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:3 V:2 Duration: Instant Prerequisite: Cure 2 Modifier: None The target is surrounded by a flurry of bright blue stars that can close most of the target's wounds and recovers 9d6 HP. Most flesh injuries can be healed, as well as some fractures and internal damage. Dispel Cost: 30 MP Range: ST - R:4 E:1 V:0 Duration: Instant Modifier: None The target is surrounded by spinning silver disks that remove all magical effects from the target. These effects include Safe, Shell, Float, Haste, Slow, Stop, Blink, Vanish, Etherealize, Invisibility, Hold, Reflect, Wall, Ironize, Regen, and the list goes on. Dispel can be your best friend or worst enemy, depending on your situation. Ironize Cost: 50 MP Range: MT - R:0 E:2 V:2 Duration: 3 rounds Prerequisite: Barricade Modifier: None
Level 8
Absorb Fire Cost: 70 MP Range: ST - R:3 E:1 V:0 Duration: (1d10 + Magery/3) rounds Prerequisite: Anti-Fire Modifier: None The target is engulfed in a cold blue aura and when it subsides, the character can absorb all Fire damage inflicted on him. The target cannot, however, recover HP by doing something silly, like dancing in a campfire. Absorb Ice Cost: 70 MP Range: ST - R:3 E:1 V:0 Duration: (1d10 + Magery/3) rounds Prerequisite: Anti-Ice Modifier: None The target is surrounded by a blazing red aura and can absorb Ice damage after the aura disappears.
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Charm Cost: 50 MP Range: ST - R:4 E:1 V:0 Duration: (1d10 + Magery/3) rounds Prerequisite: Berserk Modifier: -40% A flurry of tiny pink beating hearts surround the target, with a (Magic% - 80%)% chance to make the target fall in love with the caster. The charmed target will do whatever the caster - and only the caster commands and will do anything possible to protect the caster as well, even if it means instant death for the target. Clone Cost: 75 MP Range: C - R:0 E:1 V:0 Duration: (1d10 + Magery/3) hours Prerequisite: Ruse Modifier: None The caster makes an exact replica of herself! The replica is a magical manifestation of the caster's form and cannot think. It will obey the caster's commands to perform simple actions and can even cast simple spells! All of the clone's stats are the same as the caster's except for HP & MP. The clone has only 25*(MAG) HP and 15*(MAG) MP. Invisibility Cost: 70 MP Range: ST - R:4 E:1 V:0 Duration: (1d10 + Magery/3) rounds Prerequisites: Etherealize, Vanish Modifier: None The target vanishes a la the Vanish spell and has all the benefits of the spell Vanish, but also has the matter dodging abilities of the spell Etherealize. The only thing that can harm an Invisible character is magic. Life 2 Cost: 75 MP Range: ST - R:4 E:1 V:0 Duration: Instant Prerequisite: Life 1 Modifier: None The target is bathed in a warm golden light, and several angels descend to the target. They each breathe a spark of life into the target, causing him to revive with full HP. Wall Cost: 60 MP 162
Level 9
Absorb Lightning Cost: 70 MP Range: ST - R:3 E:1 V:0 Duration: (1d10 + Magery/3) rounds Prerequisite: Anti-Lightning Modifier: None The target is surrounded by a deep brown aura that grants the target the ability to absorb all Lightning damage. Absorb Poison Cost: 70 MP Range: ST - R:3 E:1 V:0 Duration: (1d10 + Magery/3) rounds Prerequisite: Anti-Poison Modifier: None The target is surrounded by a vivid green aura that allows the character to absorb all Poison damage. Full Cure (Cure 4) Cost: 99 MP Range: ST - R:4 E:1 V:0 Duration: Instant Prerequisite: Cure 3 Modifier: None A wave of shiny purple stars flows around the target, restoring all HP to the target. This spell may not be split among multiple targets. This spell can cure almost any injury, but only the greatest of White Wizards could re-attach severed limbs or heal severe internal problems. Life 3 Cost: 90 MP Range: ST - R:4 E:1 V:0 Duration: Until death occurs or threat of death is removed Prerequisite: Life 2 Modifier: None The target is under the watchful eye of a guardian angel. If the target dies, the spell Life 1 is automatically cast on the character, with no cost to anyone. The character will revive with 10% of max
Level 10
Anti-Doom Cost: 50 MP Range: ST - R:3 E:1 V:0 Duration: (1d8 + Magery/3) rounds Prerequisite: Protection From Doom Modifier: None The target is surrounded with a bright golden aura that prevents all instant death spells from working. Rebirth Cost: 150 MP Range: MT - R:0 E:3 V:2 Duration: Instant Prerequisite: Life 3 Modifier: None The area around the caster is bathed in a golden light and tiny angels come down and revive the fallen characters with 50% of their max HP. Shield Cost: 180 MP Range: ST - R:3 E:1 V:0 Duration: (1d4 + Magery/3) rounds Prerequisite: Mega Barricade Modifier: None The target suddenly begins to glow and give off multi-colored lights, and these lights continue to flash throughout the spell's duration. The target is now without equals in terms of defense - the target is invincible (i.e. no damage or effect from any and all attacks). The only exception is a Dispel spell, which can nullify the Shield. White (Pearl, Fade, Holy) Cost: 100 MP Range: ST - R:4 E:1 V:0 Duration: Instant Prerequisite: Light 3 Modifier: None The caster creates an explosion of pure white light that blazes around the target, inflicting 11d8 Light damage.
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Red Magic
Level 1
Aero 1 Cost: 5 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None A big gust of wind hits a target, causing a (Magic% - 10)% chance of knocking the target down. The blast itself does 3d6 Wind damage, and falling down can inflict another 1d6 damage. Antidote (Pure) Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None Pretty purple motes encircle the target, and purge all poisons from his system. Note that damage already taken from poison isn't healed. Create Element Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None The caster instantly summons a small amount of an element to do a simple task. Some examples include summoning a tiny flame to light a torch or a pile of dirt to bury something. Cure 1 Cost: 5 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None Little sparkly green stars surround target(s) and focus on the target's wounds, restoring 3d6 HP and curing minor wounds, like scratches and sprains. Fire 1 Cost: 4 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None The caster can throw a tiny fireball at a target. It inflicts 3d6 Fire damage on the poor, unfortunate target. Anything flammable is also ignited. Ice 1 Cost: 4 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None The caster causes the air around the target to freeze by pointing a burst of snow and ice at the target. The sub-zero temperature is enough to do 3d6 Ice damage. The cold also reduces the target's Speed stat by 1 point for 1d4 rounds. Lightning 1 (Bolt 1) Cost: 4 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None The caster summons a bolt of lightning from the sky/ceiling to hit the target for 3d6 Lightning damage. There is also a 30% chance to ignite flammable objects. Protection From Fire Cost: 10 MP Range: MT - R:0 E:2 V:1 Duration: (1d6 + Magery/3) rounds Modifier: None All characters in the area affected feel a brief cooling sensation and are surrounded by a blue aura for a couple of seconds. They then take 50% damage from Fire attacks and can do things like walk through boiling hot water without noticing, for example. Scan (Peep) Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None A blue energy circle envelops the target and the caster is able to "see" the target's current/max HP, current/max MP, level, and weaknesses. The caster may also use Scan to look for magical auras around certain places, people and objects. Note that mage's detect their own magic better than other types (e.g. White Mages sense White magic better than Black magic).
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Level 2
Blink Cost: 10 MP Range: ST - R:5 E:1 V:0 Duration: (1d6 + Magery/3) rounds Modifier: None The target begins to blink in and out of visibility. The character gains 20% to their Defense rating, and makes anyone who stares too long feel nauseous. Earth 1 (Quake 1) Cost: 6 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:1 Duration: Instant Modifier: None The ground beneath the target explodes in a shower of dirt and stone, slamming the target for 4d6 Earth damage. Etherealize Cost: 15 MP Range: ST - R:5 E:1 V:0 Duration: (1d6 + Magery/3) rounds Modifier: None The target becomes rather fuzzy in appearance, and is actually in a ghost-like translucent state. All matter passes through her, but she cannot pick up anything other than what she had with her when the spell was cast. The target may walk through walls but for some reason won't fall through the floor. No attacks can be made during this spell, as her weapons are etherealized as well and no spells may be cast during the spell as too much of the mage's energy is tied up in keeping her in the ghost-like state. Featherfall Cost: 7 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + MAG/3) minutes Modifier: None The air around the mage seems to become thicker, but in reality the mage has become lighter. While not lighter than air, the mage is so light that
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Level 3
Aero 2 Cost: 25 MP Range: MT - R:5 E:2 V:2 Duration: Instant Prerequisite: Aero 1 Modifier: None The caster creates a gale that blasts all targets within the range for 5d6 Wind damage and has a 75% - Target's Strength chance to knock them down for an additional 1d8 damage. Blind Cost: 12 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:2 Duration: (1d6 + MAG/3) rounds Modifier: -20 The target is surrounded by flashing, blinding lights that have a (Magic% - 20)% chance to blind him. Blinded characters take a 50% penalty to all actions requiring sight. Cure 2 Cost: 24 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:2 Duration: Instant Prerequisite: Cure 1 Modifier: None Targets are surrounded by flashy bright green stars which fill wounds with energy to restore 5d6 HP and will remedy all minor and some intermediate injuries. Fire 2 Cost: 22 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:2 Duration: Instant Prerequisite: Fire 1 Modifier: None The caster makes a big ball of Fire and heaves it at the desired target(s). The poor schmuck on the
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Level 4
Barrier Cost: 25 MP Range: ST - R:5 E:1 V:0 Duration: (1d8 + Magery/3) rounds unless smashed Prerequisite: Safe Modifier: None The target has a silver barrier erected in front of them for the spell's duration. The barrier will absorb half of all physical damage directed at the target (divide damage by 2). The barrier can be removed by a Debarrier or Dispel spell, or smashed by a critical hit. Debarrier Cost: 25 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None A sphere of shimmering silver energy surrounds the target and then shatters into tiny pieces, shattering any barrier-type spells the target was being protected by at the time (including Shield). Dive Cost: Range: C - R:0 E:1 V:0 Duration: (1d8 + MAG/3) hours Modifier: None The mage's body shimmers as brilliant deep blue for a moment, and then suddenly becomes able to withstand great pressure and can use water to breathe, just like a fish! The mage can dive to any depth imaginable with no problem whatsoever. Just be careful not to be too far underwater when the spell wears out.
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Level 6
Berserk Cost: 25 MP Range: ST - R:5 E:1 V:0 Duration: As long as necessary (see Effect) Prerequisite: Muddle Modifier: -30 The target has a (Magic% - 30)% chance of going berserk. While berserk the victim inflicts 25% more damage for all physical attacks, but the target loses all control and will not regain control until either she's dead or her enemies are. Berserked characters can't use magic, items, powers, etc. and they attack enemies at random (i.e. no strategic attacks are made). As long as it's an enemy, she'll attack it. Earth 3 (Quake 3) Cost: 58 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:3 V:2 Duration: Instant Prerequisite: Earth 2 Modifier: None Jagged little gemstones fly from the caster's hands and stab at all targets in their path, inflicting 8d6 Earth damage. Exit Cost: 40 MP Range: Attack - MT - R:4 E:2 V:2 Effect - MT - R:0 E:2 V:2 Duration: Instant Prerequisite: Warp Modifier: None The caster & company are surrounded by darkness and when the light returns, they're outside. When used in battle, any of the caster's foes will be transported out of the area (but not killed). Float Cost: 25 MP Range: ST - R:5 E:1 V:0 MT - R:0 E:2 V:2 Duration: (1d8 + Magery/3) rounds Modifier: None This spell causes the targets to lift off of the ground up to about one foot in the air. Useful for avoiding Quake, damage floors, etc.
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Level 7
Comet Rush Cost: 45 MP Range: C - R:0 E:1 V:0 Duration: (1d10 + MAG/3) hours Prerequisite: Flight Modifier: None The mage flies REALLY fast! Up to 25 times normal running speed! The mage requires a 'runway' of about 50', and flies so fast he looks like a comet! A fireball usually forms around the mage (in whatever color you like) and the spell can be used to attack. Consider it an Unarmed attack with an extra damage die for every 5 Speed over 10 (the stat, not flight speed). Cure 3 Cost: 64 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:3 V:2 Duration: Instant Prerequisite: Cure 2 Modifier: None The target is surrounded by a flurry of bright blue stars that can close most of the target's wounds and recovers 9d6 HP. Most flesh injuries can be healed, as well as some fractures and internal damage. Dispel Cost: 30 MP Range: ST - R:4 E:1 V:0 Duration: Instant Modifier: None Modifier: None The target is surrounded by spinning silver disks that remove all magical effects from the target. These effects include Safe, Shell, Float, Haste, Slow, Stop, Blink, Vanish, Etherealize, Invisibility, Hold, Reflect, Wall, Ironize, Regen, and the list goes on. Dispel can be your best friend or worst enemy, depending on your situation.
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Level 8
Clone Cost: 75 MP Range: C - R:0 E:1 V:0 Duration: (1d10 + Magery/3) hours Prerequisite: Ruse Modifier: None The caster makes an exact replica of herself! The replica is a magical manifestation of the caster's form and cannot think. It will obey the caster's commands to perform simple actions and can even cast simple spells! All of the clone's stats are the same as the caster's except for HP & MP. The clone has only 25*(MAG) HP and 15*(MAG) MP.
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Cosmic Magic
Level 1
Bomb 1 Cost: 5 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None The mage focuses her energy into the air around the target, causing it to compress so much that it collapses at a subatomic level and releases enough energy to cause 3d6 Energy damage to the target. Create Element Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None The caster instantly summons a small amount of an element to do a simple task. An example is summoning a tiny flame to light a torch, or a pile of dirt to bury something. Locate Person Cost: 5 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + MAG/3) hours Modifier: None Allows the caster to find someone (s)he has met face to face. The caster can sense the person if they are within (1d6 + MAG/3) miles/kilometers, and can sense their relative direction in a rather general way. The target will pick up some magical residues from this spell for its duration, and can dispel the spell if they detect the magical traces around them. Lock Cost: 5 MP Range: A portal no taller than 2*(Caster's Height) and no wider than 6' Duration: Until it is removed Modifier: None When cast on a door or chest, all locks are locked, bars slid into place, and so forth. When cast on something with no door (e.g. the mouth of a cave), a magical barrier goes up. Normal locks can be opened by normal means, and the barrier can be taken down by either (a) saying the command word (designated by the mage upon creation); (b) inflicting 50 HP of damage; (c) killing the mage; or (d) casting Unlock or Magic Unlock. Magnetize Cost: 7 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + MAG/3) minutes Modifier: None The mage becomes a magnet of sorts, attracting metal objects of all sorts. This can be dangerous, if a sword goes flying towards the mage for example, but it can be used for a variety of purposes. Scan (Peep) Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None A blue energy circle envelops the target and the caster is able to "see" the target's current/max HP, current/max MP, level, and weaknesses. The caster may also use Scan to look for magical auras around certain places, people and objects. Note that mage's detect their own magic better than other types (e.g. White Mages sense White magic better than Black magic). Starlight Cost: 5 MP Range: U - R:0 E:4 V:3 Duration: 2 rounds Modifier: -10 The sky is filled with brilliantly sparkling stars that glitter and shine and mesmerize any who look at them. After 2 full rounds of shining, the stars explode into a shower of light that has a (Magic% 10)% chance to blind anything that was looking at them. Undead will also take 3d6 non-elemental damage. Stick Cost: 5 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + MAG/3) minutes Modifier: None The mage's hands become areas of high gravity, allowing the mage to hold on to anything. Useful for climbing steep cliffs or sheets of glass. It also grants the mage a mild ability to catch blows (Def +5%), but a sword in the hand still hurts.
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Level 2
Blink Cost: 10 MP Range: ST - R:5 E:1 V:0 Duration: (1d6 + MAG/3) rounds Modifier: None The target begins to blink in and out of visibility. The character gains 20% to their Defense rating, and makes anyone who stares too long feel nauseous. Detect Gate Cost: 20 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + MAG/3) hours Modifier: None The caster gains the ability to locate a Space or Time Gate within (1d6 + MAG/3) miles/kilometers. The spell doesn't allow the use of the gates though; it just tells you where they are. The mage won't know the type of gate either, just that it's a gate. Etherealize Cost: 15 MP Range: ST - R:5 E:1 V:0 Duration: (1d6 + Magery/3) rounds Modifier: None The target becomes rather fuzzy in appearance, and is actually in a ghost-like translucent state. All matter passes through her, but she cannot pick up anything other than what she had with her when the spell was cast. The target may walk through walls but for some reason won't fall through the floor. No attacks can be made during this spell, as her weapons
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Level 3
Blind Cost: 12 MP Range: ST - R:5 E:1 V:0 MT - R:5 E:2 V:2 Duration: (1d6 + MAG/3) rounds Modifier: -20 The target is surrounded by flashing, blinding lights that have a (Magic% - 20)% chance to blind him. Blinded characters take a 50% penalty to all actions requiring sight.
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Level 4
Aurora Cost: 30 MP Range: U - R:0 E:4 V:3 Duration: 2 rounds Prerequisite: Starlight Modifier: -20 Similar to Starlight, Aurora creates a flowing stream of lights in the skies (i.e. Aurora Borealis or Aurora Australis, depending on your hemisphere). The lights mesmerize and dazzle like Starlight, but when these lights create a blinding flash, there is a (Magic% - 20)% chance to blind. Undead will also receive 6d6 non-elemental damage.
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Level 5
Comet 2 Cost: 40 MP Range: ST - R:4 E:1 V:0 Duration: Instant Prerequisite: Comet 1 Modifier: None A large fiery comet screams soars down from the heavens and crashes into the target for 8d6 nonelemental damage. Control Gate Cost: 75 MP Range: C - R:0 E:1 V:0 Duration: (1d8 + MAG/3) hours Prerequisite: Detect Gate Modifier: None The mage gains the ability to stabilize and utilize Time and Space Gates for the spell's duration. Gates cannot be altered to change destinations, and the spell doesn't let you know where you're going, but it does allow you to go there. Use this spell with caution, because there's no guarantee the Gate on the other side will be stable enough to remain after the mage releases her control. This spell cannot be used to stabilize a Gate until it is clearly within the mage's sight. Gravity 2 (Demi, Demi 2) Cost: 40 MP Range: ST - R:5 E:1 V:0 Duration: Instant Prerequisite: Gravity 1 Modifier: -30 A bubble of gravity flies towards the target and envelops it, having a (Magic% - 30)% chance to cut the target's current HP in half. Hold Cost: 30 MP Range: ST - R:5 E:1 V:0 Duration: (1d8 + MAG/3) rounds Modifier: -30 The caster summons bright greenish-yellow magical ropes that encircle the target with a CoS of (Magic% - 30)%. The ropes may be cut before the duration expires. Careful cutting will take a flat two rounds, while striking the ropes will take 50 HP of damage. Striking the ropes runs the risk of striking the target as well, unless the striker is an expert swordsman, etc.
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Level 6
Berserk Cost: 25 MP Range: ST - R:5 E:1 V:0 Duration: As long as necessary (see Effect) Prerequisite: Muddle Modifier: -30 The target has a (Magic% - 30)% chance of going berserk. The target can inflict 25% more damage with their physical attacks, but the target loses all control and will not regain control until either she's dead or her enemies are. Berserked characters can't use magic, items, powers, etc. and they attack enemies at random (i.e. no strategic attacks are made). As long as it's an enemy, she'll attack it. Divine Cost: 40 MP Range: C - R:0 E:1 V:0 Duration: (1d10 + MAG/3) minutes Modifier: None For a brief period of time, the caster gains the ability to find anything. She can use a divining rod with 100% accuracy, determine info that others couldn't, and sometimes even get a brief glimpse of the future.
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Level 7
Bomb 3 Cost: 65 MP Range: MT - R:4 E:3 V:2 Duration: Instant Prerequisite: Bomb 2 Modifier: None The mage focuses her energies into the air amongst the targets and causes a tremendous subatomic collapse that hits everything in the area of the blast for 9d6 Energy damage. Comet 3 Cost: 65 MP Range: MT - R:4 E:3 V:2 Duration: Instant Prerequisite: Comet 2 Modifier: None A wave of flaming comets scream down from above and crash into the targets, inflicting 9d6 nonelemental damage on each of them.
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Level 8
Clone Cost: 75 MP Range: C - R:0 E:1 V:0 Duration: (1d10 + MAG/3) hours Prerequisite: Ruse Modifier: None The caster makes an exact replica of herself! The replica is a magical manifestation of the caster's form and cannot think. It will obey the caster's commands to perform simple actions and can even cast simple spells! All of the clone's stats are the same as the caster's except for HP & MP. The clone has only 25*(MAG) HP and 15*(MAG) MP.
Invisibility Cost: 70 MP Range: ST - R:4 E:1 V:0 Duration: (1d10 + MAG/3) rounds Prerequisites: Etherealize, Vanish Modifier: None The target vanishes a la the Vanish spell and has all the benefits of the spell Vanish, but also has the matter dodging abilities of the spell Etherealize. The only thing that can harm an Invisible character is magic. Moon Beam Cost: 75 MP Range: U - R:0 E:4 V:3 Duration: 2 rounds Prerequisite: Aurora Modifier: -40 The moon shines and sparkles overhead and the moonbeams dazzle and mesmerize just like Aurora. After the spell ends, the moonbeams become painfully brilliant, and all looking have a (Magic% 40)% chance to be blinded. All targets will also take 10d6 non-elemental damage as well.
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Level 10
Black Hole Cost: 150 MP Range: U - R:0 E:4 V:3 Duration: Instant Prerequisites: Gravity 3, X-Zone Modifier: None A burst of extreme gravitational energy occurs near the mage, and above him a hole rips opens in the sky. This hole is so strong that even light is absorbed and there's a (Magic% - 50)% chance that anyone in the targeted area will have all their HP sucked into the hole as well. If they aren't killed then they just lose all but 10% of their HP (i.e. divide HP by 10). Create Gate Cost: 250 MP Range: Anywhere, anytime Duration: (1d10 + MAG/3) days; the greatest mages can make permanent gates Prerequisite: Control Gate Modifier: None The mage can create Time and Space Gates to go anywhere he wants! There are rules for Gates, which will be added as an appendix to these spells. A couple of general rules are that creating gates for frivolous reasons can lead to disaster, but creating one on need alone could send you somewhere you never expected to go (sometimes what you need isn't what the Cosmos needs...). Use EXTREME caution when creating gates; there's no guarantee your gate can send you home. Only a true master of cosmic magic (e.g. A Level 99 Cosmic Mage with 30+ Magery and a 100%+++ Cosmic Magic Lore skill) can truly master the art of creating gates, and even then it is difficult.
Level 9
Aging Cost: 70 MP Range: ST - R:4 E:1 V:0 Duration: (1d10 + MAG/3) rounds Modifier: -50 There is (Magic% - 50)% chance the character will be aged well over half its lifespan in seconds! For the duration of the spell, the target will have all stats, skills, etc. cut in half. Meteor Cost: 100 MP Range: U - R:0 E:4 V:3 Duration: Instant Prerequisite: Comet 3 Modifier: None A gateway to outer space opens above the battle field, and meteors fly into the targets, inflicting 11d6 non-elemental damage. Sink Cost: 50 MP Range: ST - R:4 E:1 V:0 Duration: (1d4 + MAG/3) rounds Modifier: None The ground beneath the target's becomes very weak (its molecular structure is disrupted) and anything standing there falls in. If they don't get out before the spell ends, the ground will solidify around them and they'll have to dig their way out, if they can.
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Blue Magic
Angel Whisper Cost: 150 MP Range: ST - R:3 E:1 V:0 Duration: Instant Modifier: None An angel descends from the sky above the target and showers her with magic energy, restoring life with full HP. If cast on a living target, it restores all HP and dispels any status effects they currently have (both good and bad). Aqua Breath (Aqua Rake, Aqualung) Cost: 45 MP Range: MT - R:4 E:3 V:3 Duration: Instant Modifier: None A strong wind blows a wave of bubbles into the area, which burst around the targets for 8d6 Wind/Water damage. Beta Cost: 45 MP Range: MT - R:4 E:3 V:3 Duration: Instant Modifier: None A ball of fire descends from the skies and lands among the targets, exploding into a swirling cloud of flames that burns 8d6 Fire damage out of all targets. Big Guard (Mighty Guard) Cost: 80 MP Range: MT - R:0 E:3 V:2 Duration: (1d8 + Magery/3) rounds The caster's allies are surrounded by brilliant green energy globes and receive the benefits of Barrier, M.Barrier and Haste spells cast on them. Blood Suck (Vampire) Cost: 10 MP Range: ST - R:5 E:1 V:0 Duration: Instant A wave of blood colored orbs fly from the caster's hands and surround the target, latching onto it to suck out 1/5 of its HP and send it back to the caster. Damage is always 1/5 but the caster may never absorb more than her max HP allows. This spell only works on living organic things, because it requires healthy blood to carry out the HP transfer. Blow Fish (1000 Needle Strike) Cost: 60 MP Range: ST - R:3 E:1 V:0 Duration: Instant Modifier: None 1000 needles slam the target, each removing a tenth of a hit point for a grand total of 100 damage. M. Armor and Armor have no effect on the damage inflicted by the spell. Death Claw Cost: 50 MP Range: ST - R:1 E:1 V:0 Duration: Instant Modifier: 60% The caster's hands seem to morph into deadly claws that he then uses to grasp the target in a vicelike grip, tearing into it so violently that there's a (Magic% - 30)% chance the target's HP is reduced to a single digit number. Death Force Cost: 20 MP Range: ST - R:4 E:1 V:0 Duration: (1d8 + Magery/3) rounds Modifier: None The target is encased in a crystalline globe etched with a skull, but this skull protects against Doom rather than causing it. For the spell's duration, the target will be able to resist any fatal magic attacks. Note that this spell will not protect against dying at all, just against instant death magic spells. Death Sentence (Countdown, Condemned) Cost: 35 MP Range: ST - R:4 E:1 V:0 Duration: (60 - 1d20) seconds Modifier: 60% A laughing red skull floats above the target, with a 20% + (Level/2) + (MAG) chance to start the countdown. Once it starts, there's no way to stop it except by killing the caster of the spell. Discord (Black Shock) Cost: 30 MP Range: ST - R:4 E:1 V:0 Duration: (1d8 + MAG/3) rounds Modifier: -40 The target is surrounded by rainbow colored lights that have a (Magic% - 40)% chance to cut its level in half. During this time, all stats are cut by onehalf as well.
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Summon Magic
Summoning is one of the more potent forms of magic in the worlds of Final Fantasy. It involves the summoning of legendary beasts that go by many names - Summoned Monsters, Espers, and Guardian Forces. Upon being summoned, they come forth from who-knows-where and do the Caller's bidding to an extent. When it comes to gaining new spells, Callers don't have an easy time. They can't learn anything through serendipity like regular mages do, and they can't usually just buy spellbooks. Summoned monsters only answer a summons if they deem the Caller worthy of their help. This can be represented in many ways in a game. The first and most important is learning the spells themselves. Some spells, like Summon Chocobo and Summon Bomb can be easily obtained because of the weakness of the spell and the abundance of the creatures. But most spells are used to summon legendary creatures such as Leviathan or Bahamut and as such, the spells are hard to get. Usually the Caller (and maybe his/her companions) will need to fight the beast in order to learn its spell. The second test of a Caller's mettle is in the casting time for the spell. Some beasts won't answer a summon right away because they feel the Caller's party should try to fight on their own for a bit before it steps in. The standard summon penalties are -10 to initiative for Weak effects, -10 for Medium effects and -30 for Strong effects. These may seem harsh, but some of these spells are strong enough to slaughter legions of enemies in one casting so it's fair. Casting times are also GM choice - low level spells like Chocobo shouldn't need them at all but high level spells like Bahamut should always have them. Just use a little common sense and some egame precedent and it'll work out fine (or just use the standard penalties ^_^). In this article, each summoned monster has 3 actions - Weak, Medium and Strong. Only Callers of the appropriate level can access the stronger powers. The breakdown is very simple: Weak Level 1+ Medium Level 30+ Strong Level 60+ In most cases, the stronger powers are just powered-up versions of the previous attacks (e.g. Bahamut goes from MegaFlare to GigaFlare to TeraFlare) but some beasts have varied effects. Because of this, higher level Callers have some choice when summoning a beast. There is also 188 plenty of room for powers not listed here - GMs and players can come up with several different ideas for using summoned monsters in role-playing situations. An example would be summoning Golem or Titan to pound down a castle wall (thanks to Jared for that example). Callers are limited to a number of spells equal to their MAG but not to exceed 30. Partial Callers get spells equal to two-thirds of their Magery attribute and not to exceed 20. Red Callers only get a number of spells equal to 1/2 their MAG, as Red magic gives them access to many types of magic. If MAG increases by use of a Relic or other piece of gear instead of a natural boost, the Caller may still learn the extra spells, but (s)he will lose the most recent ones if the gear is removed, e.g. Mystra gains 3 MAG from a Relic and learns Leviathan, Ashura and Bomb. If the Relic is removed, she loses these three new spells. Once her MAG is increased high enough again, she will re-learn them automatically. One other thing unique to Summon spells is their larger area of effect. Because of the powers of the summoned beasts, their spells can affect a larger area. In this list, the E:4 is no longer reserved for Unfocused spells and there is an E:5 which is even larger, and would look like this:
# ### ##### ####### ####5#### ####### ##### ### #
As always, multi-target spells may hit just foes or both friends and foes (GM discretion) but Unfocused spells always hit friends and foes.
Chocobo
Cost: 7 MP Weak - Choco Kick (ST - R:5 E:1 V:0) A chocobo appears behind the caster and rushes into the enemy ranks, kicking and clawing at the chosen target for a total of 3d10 points of physical damage. Medium - Deathblow!!! (MT - R:5 E:2 V:1) A chocobo with a Moogle mounted on it appears from behind the caster and dashes into the enemy ranks, clawing and kicking at every one within range for 4d10 points of physical damage. This spell also has a small chance to stun the targeted creatures for a few rounds.
Sylph
Cost: 14 MP Weak - Drain (ST - R:5 E:1 V:0) A pair of sylphs flutter out of the sky and fly around the target, stealing 3d10 HP from it and dividing it up between the caster and her nearby allies (R:0 E:2 V:1). Medium - Psych (ST - R:5 E:1 V:0) A pair of sylphs flutter out of the sky and fly around the target, stealing 2d10 MP from it and dividing it up between the caster and her nearby allies (R:0 E:2 V:1). Strong - Siphon (ST - R:5 E:1 V:0) A pair of sylphs flutter out of the sky and fly around the target, stealing 4d10 HP and 4d6 MP from it and dividing it up between the caster and her nearby allies (R:0 E:2 V:1).
Mist Dragon
Cost: 20 MP Weak - Shroud of Mist (U - R:0 E:5 V:4) A mist dragon appears near the caster and suddenly begins to vaporize, leaving the area around the caster covered in a dense mist. All actions involving sight have a 30% penalty and all within the mist have a 20% bonus to Defense and a 10% bonus to M.Defense. The mist fades after 1d6 rounds in normal conditions, 1d4 rounds if it's extremely warm and 1d8 rounds if it's extremely cold. Medium - Cold Mist (MT - R:5 E:3 V:2) A mist dragon appears amidst the targets and fades into a freezing cold mist that surrounds them, inflicting 4d10 Physical damage to all. If the caster is below 1/2 HP, the damage is reduced to 3d10. If near-fatal, the damage is a mere 1d10. Strong - Cold Breath (MT - R:5 E:3 V:3) A mist dragon appears behind the caster and lets out waves of icy cold breath from its mouth, inflicting 5d10 Physical damage against each target. If below 1/2 HP, the damage is reduced to 4d10. At near-fatal, the caster merely inflicts 2d10 damage.
Remora
Cost: 10 MP Weak - Poison Barb (ST - R:5 E:1 V:0) A tiny remora shark springs up near the targeted enemy and lashes out with its tail, using the barbs to inflict 3d10 damage and there is a (magic% - 30)% chance of inflicting the target with the poison status condition. Medium - Sucker Stick (ST - R:5 E:1 V:0) A pair of remora sharks spring up near the target and grab on to the target's back, using their suckers to hold down the target for 1d6 rounds. Strong - Latch On (ST - R:5 E:1 V:0) A school of remoras burst out of nowhere and latch on to the target, holding it down for 1d10 rounds while their barbs constantly attack inflicting 5d10 damage and there is a (magic% - 10)% chance of inflicting the target with the poison status condition.
Ifrit (Jinn)
Cost: 25 MP Weak - Flame (ST - R:5 E:1 V:0) Ifrit bursts forth from the ground and spits a ball of flames at the target, engulfing it for 4d10 Fire damage. Medium - Inferno (MT - R:5 E:3 V:2) Ifrit blazes out of the ground beneath the targets and sends streams of flames pouring out into the sky after him, inflicting 5d10 Fire damage on all affected. Strong - Fires of Hell (MT - R:5 E:3 V:3) Ifrit erupts from the ground in a pillar of flames and stones, looks around for his victims and then screams towards them in a wave of fiery death that burns 6d10 Fire damage into all targets. 189
Bomb
Cost: 20 MP Weak - Exploder (ST - R:5 E:1 V:0) A bomb appears in front of the caster and rams into the target, exploding on impact. Since the bomb is held physically by the caster, the damage done equals the current HP of the caster. The beauty of this spell
Siren
Cost: 30 MP Weak - Lullaby (MT - R:5 E:2 V:1) Siren appears and plays her magical melodies which carry a (Magic% - 10)% chance to put the targets to sleep for 1d6 rounds. Medium - Hope Song (MT - R:5 E:3 V:2) Siren plays her melodies again and this time has a (Magic% - 20)% chance to silence all targets for 1d6 rounds. Strong - Love Song (MT - R:5 E:3 V:3) Siren this time uses her enchanting singing voice to charm all targets. She has a (Magic% - 30)% chance to give each target the Charm status for 1d6 rounds.
Ramuh (Indra)
Cost: 25 MP Weak - Spark (ST - R:5 E:1 V:0) Ramuh appears behind the caster and waves his staff in the air, causing a huge spark to burst out near the target and shock it for 4d10 Lightning damage. Medium - Bolt Fist (MT - R:5 E:3 V:2) Ramuh appears in the midst of the targets and raises his fist towards the sky, summoning a hail of lightning bolts that slam the enemies for 5d10 Lightning damage. Strong - Judgement Bolt (MT - R:5 E:3 V:3) Ramuh appears atop a suddenly-formed spire behind the caster and raises his staff to the sky. A large bolt of lightning hits the staff and spreads out in an arc of electricity that hits all targets for 6d10 Lightning damage.
Titan
Cost: 40 MP Weak - Smash (ST - R:5 E:1 V:0) Titan appears from nowhere and rushes at the target, swinging his massive fist and clobbering the enemy for 5d10 Earth damage. Medium - Earth Aura (MT - R:5 E:3 V:2) Titan bursts forth from the earth amid the targets and releases a wave of Earth energy that inflicts 6d10 Earth damage to all affected. Strong - Anger of the Land (MT - R:5 E:3 V:3) Titan bursts out of the ground near the caster and lumbers over to the targets, grasping the ground beneath them and lifting it up in a large chunk. Using his amazing strength, he flips the piece of earth over and tosses the targets over with it, doing 7d10 damage in the process.
Seraphim
Cost: 30 MP Weak - Heavenly Light (ST - R:5 E:1 V:0) A beautiful angel descends from above and shines a soft white light on the target, restoring 4d10 + Magery x MDC HP. Medium - Healing Rain (MT - R:5 E:3 V:2) Seraphim appears in the sky and gathers the clouds which start to let out a warm gentle rain that restores 4d10 + Magery x MDC HP to all targets. Strong - Reviver (MT - R:5 E:3 V:3) Seraphim flies into the area and sends a shower of sparkling stars over the targets, restoring 5d10 + Magery x MDCHP to all.
Unicorn
Cost: 35 MP Weak - Purify (MT - R:0 E:2 V:1) Unicorn appears and his horn glows with a soft green light. The light washes over all nearby allies and removes any poisons from their systems. Medium - Remedy (MT - R:0 E:3 V:2) Unicorn appears and his horn glows with a soft blue light. The light scatters around all nearby allies and removes all status ailments that the Remedy spell can remove. Strong - Heal Horn (MT - R:0 E:3 V:3) Unicorn appears and his horn glows with many colours. The lights swirl around all nearby allies and remove any and all status ailments from them.
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Syldra
Cost: 60 MP Weak - Big Wave (MT - R:5 E:2 V:1) Syldra appears behind the caster an sends out a wave of water that crashes over the targets, inflicting 5d10 Water damage on each. Medium - Lightning Blast (MT - R:5 E:3 V:2) Syldra appears behind the caster and summons a hail of lightning bolts from above that inflict 6d10 Lightning damage on all targets. Strong - Thunderstorm (MT - R:5 E:4 V:3) Syldra appears in front of the caster and raises a violent thunderstorm around the targets, inflicting 7d10 Lightning/Water damage on all.
Maduin
Cost: 45 MP Weak - Goblin Punch (ST - R:5 E:1 V:0) Maduin appears near the caster and leaps towards the target, repeatedly hitting it for 5d10 Physical damage. If the target is at the same level as the caster, the damage inflicted is tripled. Medium - Chaos Wing (MT - R:5 E:3 V:2) Maduin appears and unleashes waves upon waves of purple energy that slam the targets for 6d10 Physical damage. Any targets at the same level as the caster take triple damage. Strong - Energy Burst (MT - R:5 E:3 V:3) Maduin appears and releases a sudden burst of golden energy that slams the targets for 7d10
Alexander
Cost: 70 MP Weak - Ray of Light (ST - R:5 E:1 V:0) Alexander bursts forth from the ground and trains his eye on the target, releasing a ray of light that engulfs it and inflicts 6d10 Holy damage. Medium - Justice (MT - R:5 E:3 V:2) Alexander rises from the ground and rakes his deadly eye lasers across the area, inflicting 7d10 Holy damage on all targets. Strong - Judgement (MT - R:5 E:4 V:3) Raising from the ground, Alexander burns out a serpentine pattern around the enemies with his eye lasers that suddenly erupts into a fountain of holy flames, removing 8d10 Holy damage from the targets.
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Leviathan
Cost: 95 MP Weak - Geyser (ST - R:5 E:1 V:0) The master of the seas bursts out from beneath the target in a spray of rushing water that blasts the target for 7d10 Water damage. Medium - Sea Song (MT - R:5 E:3 V:2) Leviathan appears near the caster and 'sings' the song of the sea, letting loose a stream of bubble breath that bursts near the targets for 8d10 Water damage. Strong - Great Ocean Collide (MT - R:5 E:4 V:3) Leviathan bursts out of a slowly forming bubble of water near the caster and, with an ear-piercing screech, whips his tail and sends a giant wave of water crashing down upon the targets for 9d10 Water damage.
Palidor
Cost: 80 MP Weak - Speeder (MT - R:0 E:2 V:1) Palidor speeds into the area and showers the area around the caster with brilliant red stars that imparts the Haste effect on the targets for 1d10 rounds. Medium - Sonic Dive (MT - R:0 E:2 V:1) Palidor soars into the area and swoops down to meet the caster, taking her and any nearby allies high into the sky. After 1 full round of flying, the caster and whomever else caught a ride fall out of the sky and land on a random target, inflicting whatever damage they would cause using a regular Jump attack. Strong - Overdrive (MT - R:0 E:3 V:2) Palidor swoops down to the caster and showers her and her allies with silver stars that raise each target's initiative by an amazing amount, effectively making their next actions immediate ones. After taking the free action, the targets must take a full round before making another action. Palidor will not answer another summon for several hours - perhaps days after this summon is made.
Ashura
Cost: 80 MP Weak - Regeneration (MT - R:0 E:3 V:2) Leviathan's queen appears beside the caster and waves one of her arms, which showers the caster and her allies with green stars that impart the Regen status on them for 1d10 rounds. Medium - Healing Wind (MT - R:0 E:3 V:3) Ashura appears by the caster and waves her arms, sending out a refreshing breeze that restores 7d10 HP to all targets (use Will for the complete formula). Strong - Life Force (MT - R:0 E:4 V:3) Ashura appears by the caster and once again creates a healing breeze, this time, which restores Life to all targets along with 5d10 HP.
Odin (Raiden)
Cost: 88 MP Weak - Gungnir Spear (ST - R:4 E:1 V:0) Odin appears from the horizon, riding his 8-legged steed Slepnir and hoisting his legendary Gungnir spear. With a quick glance at his target, he hefts the Gungnir and sends it soaring into the sky. A moment later in comes crashing down on the target, slamming it for 7d10 Physical damage. Note that if Odin is summoned to fight a monster that he knows his 192
Phoenix
Cost: 110 MP Weak - Blaze (MT - R:5 E:3 V:2) The legendary Phoenix soars onto the field and suddenly bursts into flames, igniting the entire area and inflicting 7d10 Fire damage to all enemies. Medium - Rebirth (MT - R:0 E:4 V:3) The area around the caster bursts into flames and the Phoenix rises from the fires, raising all the caster's fallen comrades with him and restoring 1/2 of their HP. Strong - Phoenix Flame (U - R:0 E:5 V:4) A tiny drop of golden fire lands above the caster and bursts into a brilliant flame. As the flame unfolds it becomes the Phoenix, and as it spreads its wings a wave of fire washes over the area, burning 8d10 Fire damage out of the caster's enemies and breathing full life into her allies.
Typhon (Chupon)
Cost: 125 MP Weak - Whirlwind (MT - R:5 E:3 V:2) The dual-headed beast Typhon appears in the sky and breathes out gale-force winds that encircle the targets and inflict 8d10 Wind damage. Medium - Disintegration (MT - R:5 E:4 V:3) Typhon appears and summons a massive whirlwind to sweep through the area and blast the targets for 9d10 Wind damage. Strong - Collapse of Heaven and Earth (MT R:5 E:5 V:4) Typhon appears in a violent whirlwind that sweeps up all targets and slams them around the area. With a roar from each head, Typhon flips the ground around and causes it to fly apart with a 20% + (Level/2) + (MAG) chance to kill the targets instantly. Those who survive the fatal winds and bursting ground take 10d10 Wind damage after everything starts to settle down.
Hades
Cost: 100 MP Weak - Poison Gas (MT - R:5 E:2 V:1) The lord of the underworld appears in a shroud of darkness on the battlefield and, with the crook of a bony finger, summons a cloud of poisonous gases that engulfs the targets to cause 7d10 Darkness damage and has a (Magic% - 20)% chance to inflict the poison status condition. Medium - Riot Gas (MT - R:5 E:3 V:2) Hades appears and unleashes a wave of gases onto the battlefield that inflict 8d10 Darkness damage and have a (Magic% - 20)% chance to inflict a random mental status ailment on the targets (Confusion, Charm, Sleep, Berserk, etc). Strong - Black Cauldron (MT - R:5 E:4 V:3) Hades appears in a cloud of darkness on an altar with his black cauldron and releases waves of purple gases amongst the enemies, inflicting 10d10 Darkness damage and with a (Magic% - 30)% chance to cause the conditions Toad, Small, Poison, Blind, Mute, Sleep, and Confusion.
Bahamut
Cost: 150 MP Weak - Megaflare (MT - R:5 E:3 V:2) The mighty Bahamut soars out of the skies and hovers above the caster. With a loud cry he begins to gather a massive ball of energy in his mouth, which he uses to release a giant flare of energy at the targets for 9d10 Physical damage. Medium - Gigaflare (MT - R:5 E:4 V:3) The dragon king hovers high in the sky, gathering a ball of energy in his jaw that he uses to direct a devastating beam of energy at the targets that blasts them for 10d10 Physical damage. 193
Sword Magic
Magic Knights are a special kind of mage. Their training involves using a sword, as the focus of their spells, meaning all magical effects must occur via their swords. The advantage of this is that the Magic Knight gets to make a very strong physical attack along with their magical effects. The drawback - the spells are very limited in range. A Magic Knight may only enchant one sword at a time and can only enchant a sword they are holding (there is one exception at spell level 8). A sword may only carry one enchantment at a time - any further spells dispel the old effect before the new one takes over. Any weapon like a Flame Sabre that carries a permanent enchantment may not take on a Sword Magic spell because the temporary Sword Magic spell isn't strong enough to dispel the permanent enchantment. (20%) the electrical discharge of the attack could stun the target for one round. Fire 1 Cost: 5 MP Duration: (1d6 + MAG/3) rounds Modifier: None The caster is surrounded by a burst of flames and suddenly his blade is enchanted by the power of a Fire 1 spell. For the duration of the spell, the weapon will have a Fire elemental and will inflict an extra 1d6 damage. There is also a small chance to ignite flammable targets. Ice 1 Cost: 5 MP Duration: (1d6 + MAG/3) rounds Modifier: None The caster is surrounded by a ring of icicles, which impart the power of ice onto her blade. For the spell's duration the weapon will inflict an extra 1d6 damage and carry an Ice elemental. There is a small chance the freezing cold could slow down the target for a few rounds (Speed -1). Sleep Cost: 5 MP Duration: (1d6 + MAG/3) rounds Modifier: -10 The caster's blade takes on a faint purple glow as it gains the ability to put enemies to sleep. There is a (Magic% - 10)% chance to put targets to sleep upon successful attacks.
Level 1
Aero 1 Cost: 5 MP Duration: (1d6 + MAG/3) rounds Modifier: -10 The caster is suddenly surrounded by a swirling wind and his blade gains the power of Wind. The damage is increased by an extra 1d6 damage, the blade gains a Wind elemental and it can be 'thrown' to increase the attack range to R:2. If thrown, the blade takes a round to return but can be just as deadly on the way back. Blind Cost: 5 MP Duration: (1d6 + MAG/3) rounds Modifier: -10 The air around the caster's blade seems to become very dark, as the blade now has the power to remove sight. Upon a successful attack, the blade has a (Magic% - 20%) chance to leave its target blind. Bolt 1 Cost: 5 MP Duration: (1d6 + MAG/3) rounds Modifier: None A bolt of lightning, which grants it the power of electricity, strikes the casters blade. For the spell's duration, the blade carries a Bolt elemental and inflicts an extra 1d6 damage. There is a small chance 194
Level 2
Bio 1 Cost: 9 MP Duration: (1d6 + MAG/3) rounds Modifier: None The caster is surrounded by a green haze, which gives his blade the powers of Poison. The weapon gains a Poison elemental, inflicts an extra 1d6 damage and has a (Magic% - 10)% chance to inflict the poison status condition.
Level 3
Aero 2 Cost: 20 MP Duration: (1d6 + MAG/3) rounds Prerequisite: Aero1 The caster is suddenly surrounded by a gusting wind and his blade gains the power of Wind. The damage of the attack is increased by 2d6, the blade gains a Wind elemental and it can be 'thrown' to increase the attack range to R:3. If thrown, the blade takes a round to return but can be just as deadly on the way back. Barrier Cost: 20 MP Duration: (1d8 + Magery/3) rounds Modifier: None The blade glows with a soft grey light and the wielder feels safer just holding the sword. For the spell's duration and providing the caster is holding the sword, she'll take 1/2 damage from all physical attacks as the sword absorbs the rest of the damage. Bolt 2 Cost: 20 MP Duration: (1d6 + MAG/3) rounds Prerequisite: Bolt1 Modifier: None A bolt of lightning, which grants it the power of electricity, strikes the casters blade. For the spell's duration, the blade carries a Bolt elemental and inflicts an extra 2d6 damage. There is a moderate (40%) chance the electrical discharge of the attack could stun the target for two rounds. Dark 1 Cost: 25 MP Duration: (1d6 + MAG/3) rounds Modifier: None The caster's blade suddenly begins to absorb the light around it, and gains the powers of Darkness! For the spell's duration it can inflict an extra 2d6 damage, carries a Darkness elemental, and has a moderate chance to destroy the target's spirit (Magery -2).
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Level 4
Bio 2 Cost: 25 MP Duration: (1d6 + MAG/3) rounds Prerequisite: Bio1 Modifier: None The caster is surrounded by a green haze, which gives his blade the powers of Poison. The weapon gains a Poison elemental, inflicts an extra 2d6 damage and has (Magic% - 10)% chance to inflict the poison status condition. Debarrier Cost: 25 MP Duration: (1d8 + MAG/3) rounds Modifier: None The blade glows with a soft black light and gains the power to cleave magic barriers. For the spell's duration any target protected by Safe, Shell, Barrier, M.Barrier, Barricade, M.Barricade or MegaBarricade will see their barrier wiped out with one slash of the enchanted sword. Any attack with the Debarrier enhanced sword will only inflict 1/2 damage. Hold Cost: 23 MP Duration: (1d8 + MAG/3) rounds Modifier: -20 The blade gains a coating of sticky magic fibers, which can be used to wrap targets in a magical web. Upon a successful attack, the blade has a (Magic% 20)% chance to wrap the target in the magic thread, immobilizing it. M. Barrier Cost: 25 MP Duration: (1d8 + Magery/3) rounds Modifier: None The blade takes on a soft rainbow colored light and the caster feels a little more protected from magic. For the spell's duration and as long as he's holding the blade, the Magic Knight will take 1/2 damage from all magical attacks. Muddle Cost: 27 MP Duration: (1d8 + MAG/3) rounds Modifier: -20 The blade seems to be surrounded by a misty yellow fog that can cloud its target's mind. On any successful attack, there is a (Magic% - 20)% chance that the target will be affected by the Muddle condition.
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Level 5
Aero 3 Cost: 35 MP Duration: (1d8 + MAG/3) rounds Prerequisite: Aero2 Modifier: None The caster is suddenly surrounded by a gusting wind and his blade gains the power of Wind. The damage is increased by 3d6, the blade gains a Wind elemental and it can be 'thrown' to increase the attack range to R:4. If thrown, the blade takes a round to return but can be just as deadly on the way back. Bolt 3 Cost: 35 MP Duration: (1d8 + MAG/3) rounds Prerequisite: Bolt2 Modifier: None A bolt of lightning, which grants it the power of electricity, strikes the casters blade. For the spell's duration, the blade carries a Bolt elemental and inflicts an extra 3d6 damage. There is a strong (60%) chance the electrical discharge of the attack could stun the target for two rounds. Dark 2 Cost: 45 MP Duration: (1d8 + MAG/3) rounds Prerequisite: Dark1 Modifier: None The caster's blade suddenly begins to absorb the light around it, and gains the powers of Darkness! For the spell's duration it can inflict +3d6 damage, carries a Darkness elemental and has a moderate chance to destroy the target's spirit (WP -3).
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Level 6
Berserk Cost: 35 MP Duration: (1d8 + MAG/3) rounds Prerequisite: Muddle Modifier: -20 The blade seems to grow red with fury, and now carries the powers of the Berserk spell. When a successful hit is landed, there's a (Magic% - 20)% chance the target will be affected by the Berserk condition and lose all conscious control of itself. Bio 3 Cost: 40 MP Duration: (1d8 + MAG/3) rounds Prerequisite: Bio2 Modifier: None The caster is surrounded by a green haze, which gives his blade the powers of Poison. The weapon gains a Poison elemental, inflicts an extra +3d6 damage and can inflict a strong damaging poison on the target. Psych Cost: 1 MP Duration: (1d8 + MAG/3) rounds Prerequisite: Rasp Modifier: None This is another must-have for the Magic Knight - it changes the sword to a deep, blood-like shade of green and gives it the power to absorb magic power! All attacks are 1/2 normal damage, but all of that damage is absorbed as MP. The damage can never exceed what the Magic Knight needs to reach max MP, so if she has full MP the damage is reduced to zero.
Level 7
Aging Cost: 55 MP Duration: (1d10 + MAG/3) rounds Modifier: -30 The blade begins to take on an ancient appearance, and can age its targets the exact same way. When a successful hit is landed, there's a (Magic% - 30)% chance the target will age by many years and have all stats, skills, etc cut in half. Dark 3 Cost: 65 MP Duration: (1d10 + MAG/3) rounds Prerequisite: Dark2 Modifier: None The caster's blade suddenly begins to absorb the light around it, and gains the powers of Darkness! For the spell's duration it can inflict +4d6 damage,
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Level 8
Break Cost: 75 MP Duration: (1d10 + MAG/3) rounds Prerequisites: Quake3, Stone, Shatter Modifier: None The blade takes on a brown, earthy aura that gives it an earth affinity. The blade can be used to inflict +5d6 damage along with an Earth elemental, and there's a (Magic% - 40)% chance that the target will turn into stone and shatter. The blade can also be used to execute a devastating earthquake attack by plunging the blade deep into the ground. It has a large range (R:0 E:3 V:3) and inflicts damage equal to the Break spell [(10d6 + MAG)x MDC] on all targets. By using this attack, the sword's enchantment is dispelled immediately. Control Blade Cost: 75 MP Duration: (1d10 + MAG/3) rounds Prerequisite: Keen Blade Modifier: None The Magic Knight gains a very special skill with this sword - the ability to enchant *someone else's* blade. The caster has a (Magic% - 30)% chance to gain control of another's blade and use their thoughts to direct its attacks. The Magic Knight can make no other actions other than controlling the blade, and he cannot be under the effects of any other sword magic when he first casts the spell. Once the spell ends or is dispelled, the blade falls to the ground useless and cannot be re-controlled until someone picks it up again. Freeze Cost: 75 MP Duration: (1d10 + MAG/3) rounds Prerequisites: Ice3, Stop Modifier: None The blade takes on a bluish-white aura that imbues it with the essence of cold. The blade gains +5d6 damage as well as an Ice elemental, and there is a (Magic% - 40)% chance that any foe hit in combat is stopped by the intense chill the blade generates. Any amount of Fire damage will reverse the 199
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Ninja Magic
The Mystic Ninja is one whose focus is on using magical skills to augment their stealth and fighting rather than relying solely on their physical skills. As such their spells are designed to trick others or allow him to perform amazing feats that assist in his covert operations. Because Mystic Ninja don't rely primarily on magic for their work, they don't start earning spells until XP level 3. Lock Cost: 5 MP Range: A portal no taller than 2*(Caster's Height) and no wider than 6' Duration: Until it is removed Modifier: None When cast on a door or chest, all locks are locked, bars slid into place, and so forth. When cast on something with no door (e.g. the mouth of a cave), a magical barrier goes up. Normal locks can be opened by normal means, and the barrier can be taken down by either (a) saying the command word (designated by the mage upon creation); (b) inflicting 50 HP of damage; (c) killing the mage; or (d) casting Unlock or Magic Unlock. Pin Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: (1d6 + MAG/3) rounds Modifier: -10 The target is pinned to the ground by large yellow spikes. They are usually pinned by their clothing or footwear, but target's that don't wear clothes or shoes are obviously pinned by other means. The pins never do damage. The chance of success is (Magic% - 10)%. Scan (Peep) Cost: 3 MP Range: ST - R:5 E:1 V:0 Duration: Instant Modifier: None A blue energy circle envelops the target and the caster is able to "see" the target's current/max HP, current/max MP, level, and weaknesses. The caster may also use Scan to look for magical auras around certain places, people and objects. Note that mage's detect their own magic better than other types (e.g. White Mages sense White magic better than Black magic). Stick Cost: 5 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + MAG/3) minutes Modifier: None The mage's hands become areas of high gravity, allowing the mage to hold on to anything. The stick spell is useful for climbing steep cliffs or sheets of glass. It also grants the mage a mild ability to catch blows (Def +5%), but a sword in the hand still hurts. 201
Level 1
Disguise Cost: 10 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + MAG/3) minutes Modifier: None The ninja can disguise his appearance, features, and manner to a near-flawless degree. This spell is nearly limitless in its applications; the ninja can appear as a member of any class and race, and either gender. The spell's effects end immediately if the ninja takes any hostile action or if dispelled by some means. Legend Lore Cost: 7 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + Magery/3) hours; sometimes permanent Modifier: None Upon casting, the caster will become aware of most, if not all, of an area's legends. The mage doesn't always become aware of the more obscure legends though, so a Magic Lore skill check must be rolled for those. Locate Person Cost: 5 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + Magery/3) hours Modifier: None Allows the caster to find someone (s)he has met face to face. The caster can sense the person if they are within (1d6 + Magery/3) miles/kilometers, and can sense their relative direction in a rather general way. The target will pick up some magical residues from this spell for its duration, and can dispel the spell if they detect the magical traces around them.
Level 2
Detect Traps Cost: 12 Range: C - R:0 E:1 V:0 Duration: (1d6 + MAG/3) rounds Modifier: None Upon completing the casting of this spell, the ninja automatically spots all traps, magical or otherwise, within his line of sight. The use of this spell adds the ninja's Magery default to his Trap Lore skill for the purpose of disarming the traps. Ghost Cost: 15 MP Range: ST - R:5 E:1 V:0 Duration: (1d6 + Magery/3) rounds Modifier: None The target becomes rather fuzzy in appearance, and is actually in a ghost-like translucent state. All matter passes through her, but she cannot pick up anything other than what she had with her when the spell was cast. The target may walk through walls but for some reason won't fall through the floor. No attacks can be made during this spell, as her weapons are etherealized as well and no spells may be cast during the spell as too much of the mage's energy is tied up in keeping her in the ghost-like state.
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Level 3
Fog of Mystery Cost: 25 MP Range: One item within touching range Duration: (1d6 + Magery/3) days Modifier: None The ninja casts this spell upon any one item that he can touch. Upon doing so, the item immediately gains a 95% resistance to any attempts to magically glean information from it - this includes resistance to the White Mage spells Scan, Legend Lore, Personal History and Locate Object. Locate Object Cost: 15 MP Range: C - R:0 E:1 V:0 Duration: (1d6 + MAG/3) hours Modifier: None Same as Locate Person or Locate Monster, but pertains to objects. Phase Shift Cost: 20 MP Range: C - R:0 E:1 V:0 Duration: Instant Modifier: None The ninja instantly moves to another place within (1d6 + MAG/3) yards/meters. Shifting through solid objects cuts the distance possible to travel in half. Smoke Cost: 20 MP Range: U - R:0 E:4 V:3 Duration: (1d8 + MAG/3) rounds Modifier: None A large, thick smoke cloud appears and gives the ninja and her allies time to escape. The ninja is almost always successful.
Level 4
Dive Cost: 20 MP Range: C - R:0 E:1 V:0 Duration: (1d8 + MAG/3) hours Modifier: None The ninja's body shimmers as brilliant deep blue for a moment, and then suddenly becomes able to withstand great pressure and can use water to breathe, just like a fish! The ninja can dive to any depth imaginable with no problem whatsoever. Just be careful not to be too far underwater when the spell wears out. Empathy Cost: 15 MP Range: ST - R:5 E:1 V:0 Duration: (1d8 + MAG/3) rounds Prerequisite: Personal History Modifier: None This subtle spell gives the caster a sudden link to the victim's emotional condition. From levels 110, this only entails the basic feelings, such as Hate, Love, Jealousy, and so on. From levels 21-50, the understanding gained by the caster is more precise, allowing for the emotions behind the basics to be felt: Inadequacy spawning Hate, etc. Finally, from levels 51 and onward, the caster goes the next step: they can affect the victim's emotional state to a limited extent, changing it in some minor and connected way, such as from Jealousy to Hate, or from Love to Anxiety. The chance of success is 35% + (Level/3) + (MAG)
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Level 5
False Documents Cost: 35 Range: The ninja's hands Duration: (1d8 + Magery/3) minutes Modifier: None This spell creates a set of documents, of any nature that the ninja desires, upon the target. Some possible examples are a passport, a warrant of arrest, or a peace treaty. These documents are perfect and indistinguishable from actual, existing documents, except that they will crumble to dust after the spell's duration. Finally, the spell only creates the documents - it does not provide any supporting evidence to credit their reality. (A document ordering the freedom of a prisoner, signed by the governor of the province, will be of little use if the governor publicly disavows writing it). Magic Lock Cost: 25 MP Range: Any portal no bigger than 5*(Caster's Height) high or 15' wide Duration: Until it is removed Prerequisite: Lock Modifier: None Upon casting, the area to be locked is locked normally (if it can be) and then encased in a magic barrier. The barrier can be dropped only by (a) saying the command word, (b) killing the mage, (c) breaking the barrier (by inflicting 200 HP damage), or (d) casting Magic Unlock. Once the barrier goes down, any normal locks must be dealt with as well. Magic Unlock Cost: 25 MP Range: Anything locked normally or "locked" by Lock or Magic Lock Duration: Instant Prerequisite: Unlock Modifier: None The spell will undo any lock made, be it magical or normal. It will bring down Magic Lock and Lock barriers as well. Only special locks cannot be brought down with this spell (e.g. the lock on the door to the super cannon in the Tower of Bab-il in FF4 once Yang kicks you out).
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Level 6
Disrupter Cost: 60 MP Range: MT - R:0 E:3 V:3 Duration: (1d10 + MAG/3) rounds Modifier: -30 The air around the ninja begins do ripple and swirl and there is a (Magic% - 30)% chance that all targets will become confused. Divine Cost: 40 MP Range: C - R:0 E:1 V:0 Duration: (1d10 + MAG/3) minutes Prerequisite: Sixth Sense Modifier: None For a brief period of time, the caster gains the ability to find anything. She can use a divining rod with 100% accuracy, determine info that others couldn't, and sometimes even get a brief glimpse of the future.
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M O N S T E R S
The Monster Construction System (MCS)
Throughout the Final Fantasy series, monsters and the villains often played a role as equally important as that of the heroes themselves. What would Final Fantasy VI be without the antics of Kefka and Ultros if they didn't try getting into the Returner's way at every possible chance? This appendix, the Monster Construction System (or "MCS" for short) gives Gamemasters the chance to create their own memorable monsters to sick on their players- from gentle Rabites to fearsome dragons of the worst kind. If you have an idea for it, the MCS can help make it a reality. For those borderline psychopaths that might try writing a bestiary for one of the worldbooks (a bestiary being a large collection of monsters specific to one world), we strongly recommend checking around for monster lists for some of the Final Fantasy games. The latest games (Final Fantasy VI, Final Fantasy VII, and Chrono Trigger) all have monster lists available for them at RPGamer (Http://rpgamer.com) or www.gamefaqs.com. These can help save both time and sanity if you use them. Need some monsters and dont have the time to make up new monsters using the MCS? We have a web page for pre-made monsters that use the Monster Construction System- the Monster Depot. It can be found on our web page, the Returner HQ. Any use of the pronouns you and your refer to the person creating the monster. Examples Yellow Chocobo Black Chocobo Red Chocobo
Table of Contents
Monster Creation Process Appearance Behavior Habitat Frequency Level Stats Powers XP Value GP Value Ability Points Monster Attacks Monster Powers and Weaknesses Normal Powers Boss Monster Powers Building Monster Powers
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Appearance
Having decided where your monster lives, the next logical step is what it looks like. All animals can fit into two broad categories: Carnivore or Herbivore. For those that have missed your biology lessons, a carnivore (predator) eats meat while a herbivore (prey) eats grass or vegetables. Having decided that, you will want to consider what kind of distinguishing features the monsters might have. What kind of color skin, fur, scales, etc does the monster have? How big is it? Also does it have any obvious natural weapons such as retractable claws or sharp teeth? You'll also want to keep your monster's habitat in mind when you consider the monsters appearance. For instance, what kind of creature needs a heavy fur coat in a dense jungle where the temperature is usually at 90 degrees (fairenheight)? Size, for monsters, does play an important role when it comes to determining its hit points and combat abilities. The bigger the monster, the more hit points it likely will have as well as how much damage it can dish out with a physical attack (see monster combat later on). There are 5 classifications for monster size: Tiny (less than 1' tall), small (1'-4'), Medium (5'-7'), Large (8'-15'), giant (16'-30'), and huge (31'+).
Frequency
Whenever we get around to writing a bestiary for the Final Fantasy RPG, GMs will have the ability to design their own random encounter lists for monsters of a certain area. Frequency determine how common the monster is to encounter and there are levels of frequency: common (50 % chance), uncommon (30% chance), rare (20% chance), and very rare (10%). GMs will probably want to create random monster charts for either each type of terrain or by region.
Level
All right. You have now got the basics finished, so now its time to go on to stat stuff. You'll want to determine the monster's level first of all as this is just how powerful the monster is (just like with character levels). For each level, the monster gets a certain amount of hit points, magic points (if it can use magic), attribute points, and so on. The higher the levels of your characters, the higher you'll want the level of the monsters you toss in their way. When considering what monsters to use or what level to set the monster you make, regular monsters should have a level equal to the average XP level of the characters, preferably 2 to 5 levels higher. 'Boss' class monsters (the type of monsters that characters may run into at the end of an adventure or scenario) should be much more powerful- at least ten levels higher than the party's experience level average. Even then, they get double their HP even with the high level. Why? Boss fights should long and nasty. Most characters can take out a regular enemy in a couple hits (2 to 3 usually). There's also strength in numbersmost games will have between 6 to 8 characters and all of them attacking or casting magic on one monster will reduce its HP quickly unless unusually high.
Behavior
The next thing is to determine what kind of behavior, eating habits, and so on the monster has. The monster's diet usually determines this for the most part- these include herbivores (plant eaters), Carnivores (meat eaters), and omnivore (both). Also how does the monster act usually around humans? This includes running away, neutrality, friendliness, or outward hostility. You should also list any particular favorite snacks the monster likes (be it humans or roast chocobo), any natural enemies (other monsters or one of the player races), and how caring or protective the monster is in protecting its young. Intelligence is another factor you'll want to consider. There are 5 different classifications: animal, primitive, average, high, and genius. Monsters of animal intelligence are on the same level as animals and live mainly to eat, sleep, and procreate. Those of primitive intelligence have the same level of 208
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Although not always true, monsters that have a very strong armor rating often have a low magic armor rating and vice versa. Unless for a boss or super monster, any monster with extra-heavy armor should have a weakness to magic. M. Defense This is generated differently from characters. Since characters can generate chance of successes for their magic as high as 200% or more, Monsters gain a M. Defense bonus equal to their level. So the formula should read as: [Magery + Willpower + Level] In addition, the defense bonus can be increased by taking the power High M. Defense or decreased (if the monster is over level ten) Low M. Defense. Each power increases or decreases the level bonus by 50%. M. Armor This is determined in the same manner as regular armor. Determine its 'resilience' and go from there. Most monsters that are very resilient to magic often have a low armor rating and vice versa.
Thus a 20th level large monster with a Vitality of 10 might have 340 HP total (20 x 12 = 240. 5 x 20 = 100). It is strongly recommend rounding up the HP values to the next higher multiple of 5 or 10. Magic Points Regardless of the monsters ability to use magic, they get (Level x 4) MP. If the monster happens to have the True Magic power, they get (level x 6) MP instead.
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Damage Capacity and Magic Damage Capacity All monsters get +1 DC every 8 levels and +1 MDC every 10 levels.
Powers
Many monsters have special abilities far beyond those found in our world. The ability to withstand the hottest fires, breathe huge blasts of ice, or possess natural spellcasting abilities. To bring out the best in the type of monster you're designing, adding a few special powers or disadvantages (weaknesses) can sometimes do the trick. The full list and description of all Special abilities are found later on under the 'monster powers & weakness' section. As a rule of thumb, all monsters should have at the very least one alternate attack that counts as a +1 DC special attack. Lets say were designing a wolftype monster. Lets say the monsters regular attack is pounce where the monster tackles the target and its special attack is bite where the monster sinks its teeth into its victim. This second attack does not count toward the monsters power limit. It is given to monsters mainly to give battles some form of diversity. Each power is rated in points- higher the point cost of the power, the more powerful it tends to be. The amount powers the monster can have depend strictly on their XP Level- they get one power for every five levels (Level/5). Thus a level 50 monster could have 10 points of powers. Gamemasters also have the option of buying disadvantages in order to get more powers for their creations. However, no monster can have more than (level/10) points worth of disadvantages rounded down. Disadvantages are listed below as negatives (-1, etc) and Powers are listed as a bonus (+1, etc). -2 Vulnerability -1 Weakness Low Defense Low M. Defense
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XP Value
In the Final Fantasy games, the characters in the games became more powerful as they defeated monsters. When a character defeats a monster, they gain 200 x the XP Level of the monster. Thus if the characters defeat a 20th level monster, they gain 4000 XP (200 x 20). Boss Monsters, because they are frequently much tougher opponents than a single regular monster, are worth 400 x XP Level in Experience Points. While this may seem like a lot when characters need 500 x the next experience level in order to advance, the total amount of experience that the characters get for defeating monsters is split evenly among each combatant. This is done so to illustrate the number of powers- a single monster is easy to beat when six characters are hammering while a single character would be in deep trouble if he was being mugged by six monsters!
Monster Attacks
Special abilities aside, monsters have natural attack forms that they can use- such as horns, claws, sharp teeth, and so on which work a bit differently than the weapons used by characters. There are two major factors in how much damage a monster inflicts in combat: their XP level and their size. Their XP level determines essentially how much damage they do while size determines which die type they use for damage.
GP Value
Experience isn't the only things players get by defeating monsters. To In addition to experience, players also gain money from their victory in the form of Gold Pieces (GP). The amount of gold gained on average is equal to the monsters XP Value divided by three. Example: Hiro gained 1200 XP in the last battle. He would thus get 400 GP as well. GMs should feel free at any time to modify how much gold players gain in their victories if they feel the character may need more money. Some monsters may give more or less GP depending on the circumstances. A monster made out of gold would more likely give extra gold rather than experience. In such instances, the XP/GP values could be flipped around.
Monster Powers
Monsters are by nature unnatural beasts. They possess incredible powers- some magical, some notthat makes them fearsome predators and a danger to the defenseless travelers that venture outside of the walls of any town. This section details some of the special abilities available to monsters that GMs can use to make their player's lives hell. 211
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Status Effect The Attack does a status effect along with damage. The damage is decreased by one level (level one becomes 2d6 + level + Magery) but there's now a 30 + (level/2) + (Magery)% of causing a status condition. Stop and Stone cost +2 levels and fatal blow does +3 but the rest cause
Random Items
Occasionally when a party successfully defeats a group of monsters they might receive an item that one of the deceased monster drops. If there is a thief among the group, there's always the possibility that they can steal items from a monster in the middle of combat. The below are some charts and rules for handing out treasure to player characters. There are two ways a GM or monster maker can go about giving items. One is to do it randomly whenever the party wins a fight. There is a 50% chance that each monster will drop an item. The second way is to attach an item to the monster that it will always have. Rabites, a small fuzzy rabbit like monster from Secret of Mana, only drop potions for instance. This option would be best for pre-designed monsters that you'll find in the monster depot. Regardless of which option you use, don't forget common sense. If the players nail a Rabite, they're aren't going to suddenly drop an Economizer (an accessory that reduces MP costs from spell casting by
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From the main chart, the Gamemaster can determine what type of item or equipment the characters gain. Why no accessory or One-shot Item charts? There are two reasons for this. One, making up a chart with all the one-shot items and accessories would be a major pain in the rear- not only for us (the Returner Staff) having to make them, but for any Gamemaster or monster maker that has to use such big charts. Second, this allows GMs the chance to moderate how powerful the items the players get should be. Particularly with one-shot items, the type of monster and their attacks should play a part in what type of item they might drop or be available to a thief.
Weapon\Armor Table
Weapons and armor should be given out sparingly if the characters gain them through battle since its usually expected that characters should buy their own weapons & armor with the gold they get from other battles. Weapons: The type of weapon should also depend on the type of weapon the monster uses. A giant running around with a hammer is more likely to have a hammer to steal than a sword for instance. The exact version depends on the level of weapon or armor the monster drops is dependent on its level. This method is used instead of a random chart because it gives GMs more control over how characters can get better weapons and armor. About 4d*+ weapons: You'll notice once the charts hits the 4d*+ weapons that it get significantly
Potion Charts
These are the charts for potions. There are 2 main tables and three separate charts that cover recovery potions such as antidotes, eyedrops, and remedies. The main two are separated by level. When characters face monsters of such higher levels, they are more likely to drop stronger potions.
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Accessories
Accessories should be handled with care, just like Weapons & Armor. Any accessory stolen or gained through battle should be worth (Level x 200) GP. Thus a level 20 monster might drop a 4000 GP accessory if the characters are lucky.
Level 16 - 30 Roll 1-10 11-20 21-40 41-60 61-80 81-90 91-100 Level 31+ Roll 1-5 6-10 11-20 21-40 41-60 61-80 81-90 91-95 96-100 Potion Type Mega Elixir Elixir Phoenix Down Recovery Potion X Potion X Ether Phoenix Down Elixir Mega Elixir Potion Type Phoenix Down X Ether Recovery Potion Hi Potion Hi Ether X Potion Phoenix Down
This last chart may be better suited for bosses that might cough up major potions. It might not be all that wise to even give players a chance to steal mega elixirs from a common monster.
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Chocobos
Appearance: A staple of the Final fantasy games since their first appearance in Final Fantasy Adventure, Chocobos resemble a cross between a chicken and an ostrich and serve as mounts for many cultures in the Final Fantasy worlds. There are four different breeds of Chocobos- the common Chocobo, black, blue, and red. All 4 breeds have the same general appearance of a heavier muscled ostrich covered in different color feather with a large beak and neck. Their claws are similar to a chicken's with 3 toes and other toe that goes the opposite way. The only major difference between the four breeds is their habitats, feather colors, and powers. Common Chocobos have orange (male) or yellow (female) and can be found in almost any non-arctic area. Yellow Chocobos are the most well known kind and many cultures use them as mounts for their soldiers or travelers. Black Chocobos have black feathers (males) or a dark purple (females) and found mostly in large forests. In addition to being rare, black chocobos are the only type of chocobo capable of flight. The blue chocobo exists solely in arctic area where it is extremely cold. They have light blue feathers (males) or white feathers (females). Here in the arctic tundra, a blue chocobo can race through even the foulest cold weather. The last type of Chocobos, the red ones, are the rarest breed, sometimes found in deserts and other very hot places where they naturally can live without a large amount of water. Male reds have bright fire engine red feathers while females have soft pinkish color feathers. Behavior: In every case, all chocobos are naturally very docile and will 9 out of 10 times run from any confrontations unless properly trained. Still, when confronted by predators they have no problem in retaliating and defending themselves with either kicks or using their sharp beaks. They are particularly defendant of their chicks (babies) and will defend them to the death, as most animals will. Chocobos are natural herbivores. Powers: All chocobos are very fast runners, capable of getting upwards of 40 Miles per hour
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Blue Chocobo
MP: none GP value: 1666 Vitality: 12 Speed: 13 Willpower: 10 Magic%: 130% Armor: 5 M. Armor: 1 MDC: x4
Size: medium (5' at shoulder) Intelligence: animal Habitat: Plains or Forests Frequency: Common Attacks: Beak (1d8) Power Kick (1d8 +1 DC) Powers: Choco Cure (Cure1. R:4 E:2 V:0)
Size: Medium (5' at shoulder) Intelligence: Animal Habitat: Arctic Frequency: Rare Attacks: Beak (2d8) Power Kick (2d8 +1 DC) Powers: Ice Resistance (+1) Fire Weakness (-1) Choco Blizzard (Ice 2 spell ability +2)
Black Chocobo
Level: 20 (2) HP: 260 XP Value: 4000 Strength: 12 Agility: 10 Magery: 6 Attack%: 100% Defense: 25 M. Defense: 16 DC: x3 MP: none GP Value: 1333 Vitality: 10 Speed: 15 Willpower: 10 Magic%: Armor: 20 M. Armor: 20 MDC: x3
Red Chocobo
Level: 35 HP: 430 XP Value: 7000 Strength: 15 Agility: 12 Magery: 16 Attack%: 130% Defense: 62 M. Defense: 55 DC: x5 MP: 70 GP Value: 2333 Vitality: 12 Speed: 15 Willpower: 10 Magic%: 151% Armor: 41 M. Armor: 40 MDC: x4
Size: medium (5' at shoulder) Intelligence: animal Habitat: Forest Frequency: Rare Attacks: Beak (1d8+3) Chocobo Ball (1d8+3 +1 DC) Powers: Flight (+2)
Size: Medium (5' at Shoulder) Intelligence: Animal Habitat: Plains, Forests, Desert Frequency: Very Rare Attacks: Beak (2d8+2) Power Kick (2d8+2, +1 DC) Powers: Choco Meteor (Comet spell ability +3)
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E N G I N E E RS M A N U A L
When we started to piece together the Final Fantasy RPG Complete, we found out rather rudely that the material covering the engineer abilities alone was going to be extremely large. Rather than clutter up Chapter Three: Character Classes, which is already cluttered as-is, we put together Appendix II: Engineers Manual. This appendix includes all the fun stuff an Engineer can create, modify, repair, and even destroy in one nice complete place. It includes two vital parts of the FFRPG for the Engineer: The invention rules and chemist mixes (for chemists)
Invention Rules
Many people consider Engineers as a form of magicians and sometimes maybe they are too far from the truth. While they don't wield control over mana or can shape into a physical form like true magicians can, they do have the power to make the impossible possible through the magic of the machines. Through their training, skills, and genius; an engineer can invent many different things that normally wouldn't be possible in Final Fantasy games: autocrossbows, airships, tanks, laser blasters, and even Mecha of all sizes and shapes. This portion of the Engineer class details all the rules pertaining to how they may invent and create new machinery. The inventing of vehicles (airships, subs, mecha, and so on) are handled in the next part of this appendix, Vehicles (The Vehicle Construction Rules). An Invention is separated from normal equipment by several conditions. For one, not just any person can pick up an engineers Autocrossbow and expect to know how to utilize it without shooting themselves with it. Inventions are unique weapons or devices that produce near magical effects without using magic. The hitch is that all invention have a limited amount of uses with a few exceptions (level one to three melee weapons). By default, each invention has 20 uses (everything else) or rounds of ammo (gun weapons). After those uses are uses, the invention must be reloaded. For guns and other weapons the player can pick up an ammo clip or energy battery; which will give the invention a fresh load of ammo. These cost 10% of the inventions cost. Thus a bolt pistol that might have cost 100 gil to make might require 10 gil for buying an ammo clip. Electric based melee weapons (level four or higher) and other inventions require an energy battery. These come in a variety of size and colors pending on the invention level of the weapon. These batteries are similar to gun clips in that they cost 10% of the inventions cost. But the difference is that energy batteries can be used in any invention as long as it is of the same level. 220 Many of the ranges and area of effects use the Area of Effect rules in the hex map combat rules. R is range, E is effect, and V is vertical. For more information please check the map combat rules under Chapter Six: Combat. Although the area of effect is given in hexes, the format can be used in a normal abstract manner by replacing one meter or yard for one hex. Reminder: It is important to remember that any invention created by an Engineer cannot be used by any other class. An Engineer cannot, for instance, make a Beam Sword invention and toss it to his Sword Master companion so they can do 8d10 damage with every hit. Doesnt work that way. Remember that in most campaign settings, machines are not extremely common. Most people would have no idea how a gun would work and more likely they would shoot themselves by the time they figured it out. Machine Creation Process Step One: Invention Concept Step Two: Pick Advantages & Disadvantages Step Three: Determine Costs and Time Step Four: Roll Invent Skill Invention Mishaps (optional) Inventing Non-Combat machines Constructing Equipment Invention Examples Guns Bombs & Grenades Melee Weapons Weird Tech Wild Arm Conversions
Systems
Area Effect: The invention can effect a small area around itself. For every level added toward the invention level, the invention's effect stat increased by 1 point to a maximum of Effect for +3 levels. This cannot be combined with melee weapons and grenades get 1 point of this for free. For +2 and +3, also increase Vertical by 1 point each (E:3 V:1 and E:4 V:2). Armor: Every 5 points of normal Armor _or_ 4 points of Magic Armor count as 1 Level. If the invention is to include both forms of armor, it instead give 3 points of armor and 2 points of magic armor
Drain (HP): This system is used to drain the life force of the intended target and give it back to the Engineer. The invention inflict (invention level 2)d6 damage and of the damage done is transferred back to the character. All Drain (HP) inventions must be a form of melee weapon, often a slender club. Drain (MP): Similar to the Drain (HP) system, the drain (MP) will drain away the magic power of the intended target. The invention inflicts (invention level 3)d6 damage and 1/5th of the damage inflicted is transferred back to the Engineer. All Drain (MP) inventions must be in the form of a melee weapon, often a slender club.
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Resistance: Another weird technology device, the invention creates a barrier around the character that grants one of the three types of resistances to a certain group of magic spells or attacks. A resistance counts as a level one invention, immunities are level three inventions, and absorbances are level five inventions. Resistances to all magic or attacks count as level 5 inventions and immunities to either are out of the question. A resistance to all magic is a level 10 invention. GMs are recommended to force characters to take at least a one level 1 disadvantage for this advantage. This invention requires the limited use and self-only Defects automatically (no modifiers). It cannot be combined with other performance or weapon Systems save possibly for the armor
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Defects
Fragile Construction: The Invention is made of fragile material, making breakdowns and damage to the invention too often for their own good. If used on a vehicle, they have 1/2 the normal armor ratings and HP of most similar level vehicles. On regular equipment, the GM is encouraged to remind the character that if they even drop the object it will probably have to spend sometime later on repairing the damage. For game purposes, the object has 8 x level HP. Limited Ammunition: This is a gun weapon disadvantage. Most inventions have 20 shots but this specific weapon has less. At +1 level, the weapon has 10 shots and at +2 level, the weapon can only shoot one once before it has to reloaded. Reloading requires the character's action for a round if done during combat. Limited Uses: The invention has a limited amount of times that it may be used each day. Most of the time, it can be used 5 times a day. For an extra bonus level, the times per day may go down to 3 times a day. The effects for using the invention last (invention level) x 2 rounds. Poor Accuracy: A weapon disadvantage, this disadvantage comes with a -25% weapon skill penalty because of a design flaw that makes aiming or using the weapon correctly a challenge. Random Malfunction: The weapon sometimes malfunctions whenever it is used. The results, pending on the GM, can as humorous as they please but always result in the loss of a use or shot. The gun could shoot out a dud that dejectedly lands in front of the player or the invention might look like a disco
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Reducing an invention to 'Level 0' (1 step below Level 1) reduces the time to one week, while 'Level 1' has a time equal to 4 days. The time requirement cannot be reduced below this, but a laboratory allows the character to double the number of identical items produced for each level that the adjusted Level is below -1. Thus, a character that has a level 4 Laboratory would be allowed to produce 4 copies of a Level 1 item in one week.
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All non-combat inventions cost 1/2 their normal price. Palom's Shoe buffer/coo-coo clock would only cost 250 GP rather than 500 for other comparable inventions. The time required to construct the invention is also halved due to the simpler mechanics. Both Engineer aspects can invent noncombat based inventions.
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Invention Examples
In order to help Gamemasters and Engineer players, this section has a small collection of different inventions that could be invented by an Engineer. There are 4 types of examples: Firearms, Grenades & Bombs, Melee Weapons, and Weird Tech.
Firearms
Firearm inventions include many devices that are long ranged or are similar to the workings of a gun such as the autocrossbow and bolt pistol. All firearm inventions require the gun skill to use properly. Autocrossbow Invention level: 2 Range: R:6 E:1 V:0 Systems: Damage (2) Defects: none A common weapon used by many Engineers, the auto-crossbow looks more along the lines of a hefty rifle than a crossbow. The auto- crossbow breaks open much like a 19th century revolver, so as the user can easily insert a clip of 20 stiletto-like bolts that the gun fires at a high velocity. The autocrossbow does 2d6 + Agility x DC damage. Bolt pistol Invention level: 1 Range: R:6 E:1 V:0 Systems: damage (1) Defects: none The bolt pistol could best be summed up as a pistol version of the autocrossbow. It looks like any type of pistol from the late 19th century but about twice as bulky. The pistol resembles a revolver, complete with a chamber holding 10 mini-darts similar to those used in the autocrossbow. Because of its small size, bolt pistols grant a +10% bonus to concealment attempts.
The Asterixes (*) stand for the weapon's damage die. Having figured what damage die the weapon uses, time to figure out what bonuses it might have. Huh? Why nothing higher than 4d*? Sorry, but high-powered artifacts should must definitely stay one of a kind. Making them mass producible cheapens their worth to weapons of mass destruction and having multiple Excaliburs, Masamunes, and other 4d*+3 artifacts running around is a Gamemasters nightmare. The idea is to use existing weapon lists for the weapons. If players want to make all new weapons (say, a sword that has air affinity and randomly casts a wind spell or a 3d* whip that damages MP) try comparing it to existing weapons. If there is no comparable weapon (not likely but you never know what will leak out of a player's mind), make your best call. Armor: Determining the invention level for armor requires dividing the armor or m. armor rating (whichever is the higher) by 3. But wait a minute, you might be asking yourself, There are a couple suits of armor that go higher than 30 (30/3= level 10). Sorry, no mass-producing any Genji Armor. No Holy or Genji armor can ever be reproduced by playersthose you'll have to find on your own.
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Melee Weapons
Despite the availability of high powered firearms, some Engineers find good ol' fashioned melee weapons just as handy in those dangerous combat situations. Bayonet Invention Level: 1 Systems: Damage (1) Defects: None A simple blade fastened on to the end of a firearm, the bayonet is sometimes used by firearm using Engineers that are too lazy to depend on any other melee weapon. Engineers may also create a pop-out version that extends from underneath the barrel of the gun by pressing a button. Does d6 + strength x DC damage and requires the spear weapon skill. Long Bayonet Invention Level: 2 Systems: Damage (2) Defects: None A slight variation over the original, a long bayonet measures 1' to 1.5' (compared to the 6" to 8" regular bayonet) and is used more like a sword (requires the sword skill). The long bayonet does 2d6 + strength x DC. Like the regular bayonet, the long version can also come Drill Invention Level: 5 Systems: Damage (4), Armor piercing (1) Defects: None A large 10' motor powered drill, this Invention is capable of going through just about any kind of armor. Due to this, attacks using the drill only consider 1/2 of the target's armor rating. The weapon does 4d6 + strength x DC damage and requires the polearm weapon skill & 2 hands to use it.
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Chemist Mixtures
In Final Fantasy 5, characters could play as chemists. Unlike their Final Fantasy Tactics cousins, the FFRPG chemist is capable of creating unusual potions by combing two different potions or ingredients. For instance, mixing a potion and dark matter will create a dark potion. These mixes may only be performed during combat by only the chemist. Dark Matter, Turtleshell, and Dragon Fang are rare items that can be attained from killing certain
A A: Potion B: HiPotion C: Ether D: Elixir E: Fenix Down A 2 3 D 4 B 2 B 9 D 4 F B 10 5 6 7 8 C 3 9 C D 11 12 C 3 13 14 15 16 D D D D D 11 12 D 1 D D 17 18 E 4 4 11 11 E 19 20 21 22 23 24 25 F F F 12 12 19 F 26 27 28 29 30 31 G A B C D 20 26 G 32 33 34 35 36 H C 10 3 1 21 27 32 37 38 39 1 40 I 5 5 13 D 22 28 33 38 I 41 42 43
types of monster. After killing a dragon type monster, chances are that you'll get a dragon fang as a bonus for instance. Most mixtures are created on the spot in the middle of combat. It is up to the Gamemaster whether or not mixtures can be made outside of combat and stored for when they next need them. In any case, only a chemist can use a mixture.
J 6 6 14 D 23 29 34 29 41 J 44 45
K 7 7 15 17 24 30 35 1 42 44 46 47
L 8 8 16 18 25 31 36 40 43 45 47 48
F: Maiden's Kiss F G: Holy Water H: Turtle Shell I: Antidote J: Eyedrop K: Dragon Fang L: Dark Matter A C 5 6 7 8
(1) Failure Ingredients: Elixir and Turtle Shell or Turtle Shell and Dragon Fang. Whoops would be the operative word here. Using either of the two pairs of ingredients above causes the mixture to explode in the unfortunate chemist's face, causing 6d6 damage and the 'Confuse' Status condition. (2) Water of Life Ingredients: Potion and HiPotion A relatively simple yet mixture, but not a useless one, drinking Water of Life bestows the 'Regen' status condition upon its user. (3) X-Potion Ingredients: Potion and Ether or Potion and Turtle Shell A valued potion indeed, the liquid that is XPotion restores the drinker to full HP.
(4) Resurrection Ingredients: Potion or HiPotion and Phoenix Down Pouring Resurrection down the throat of an unconscious character has the same effect as that of the Life 1 spell. (5) Neutralize Ingredients: Potion or HiPotion and Antidote Neutralize restores the amount of HP equal to the first ingredient (Potion or HiPotion) and purges the body of poison. (6) Cure Blind Ingredients: Potion or HiPotion and Eyedrop Cure Blind is similar to Neutralize in that it not only restores HP equal to its first ingredient's potion type; it cures the 'Blind' status condition. (7) Dragon Power Ingredients: Dragon's Fang and Potion or HiPotion When drunk, Dragon Power fills the drinker with but a fraction of the strength possessed by
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